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-- Overworld battles: where the fight is staged.
--
-- A battle in this mod happens ON THE MAP, so it needs a patch of ground
-- clear enough to stand two Pokemon on and point a camera down. This module
-- finds it: the nearest patch of open cells, in the shape below.
--
-- x x x
-- x O x O the enemy's mon
-- x x x
-- x x x
-- x P x P the player's mon
-- x x x
--
-- Every `x` is an OPEN cell -- one with no obstruction, i.e. one the player
-- could walk onto. The two mons stand three cells apart down the middle
-- column, with a one-cell apron all round so the camera looks across floor
-- rather than into a wall.
--
-- When no map has room for that -- a corridor, a cave, a shop floor -- the
-- search relaxes to the narrow shape, which is the same three-cell gap with
-- the apron given up:
--
-- O
-- x
-- x
-- P
--
-- and if even that will not fit, the caller gets nil and the battle draws
-- the way it always did. A mod that cannot find a stage does not invent
-- one.
--
-- Nothing here MOVES anybody: the arena is where the CAMERA goes and where
-- the two mons are staged for the shot. The player's own cell, the party,
-- every script and flag are exactly where the battle left them, which is
-- what keeps a trainer's post-battle dialogue talking to someone still
-- standing in front of them.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local BattleArena = {}
-- ------- the authored spot
--
-- Every map gets ONE place its battles happen, chosen once and written down
-- in data/battle_arenas.lua, rather than whatever clearing happens to be
-- nearest to wherever the fight started. Two reasons.
--
-- A fight should look the same every time it happens somewhere. Picking the
-- nearest patch means Route 1 has a dozen different battle scenes depending
-- on which step of the grass you were on, some of them behind a tree.
--
-- And "open ground" is not the same question as "you can SEE the two of
-- them". The camera is low and a long way back, so a hedge, a ledge lip or a
-- building corner anywhere along that line hides a mon completely while the
-- cells it stands on are perfectly walkable. That is what `clearance` below
-- measures, and it is what the authored list is chosen against.
--
-- A map with no entry falls back to the search, so a mod that adds maps, or
-- an entry that goes stale, degrades to the old behaviour rather than to no
-- battle.
-- An entry may also name ANOTHER MAP to stage on:
--
-- ["MT_MOON_B2F"] = { map = "MT_MOON_1F", x = 12, y = 8, shape = "wide" }
--
-- because some maps simply have nowhere to put a fight. A cave's lower floor
-- can be nothing but two-cell-wide corridors between rock walls; a gym is a
-- room full of furniture. Rather than stage a battle there badly -- both
-- Pokemon behind a boulder -- the fight is shot on a floor of the SAME cave,
-- or a floor of the same building, that does have the room for it. It is the
-- same place, and no worse a fiction than a battle happening on ground the
-- player is not standing on, which is what every one of these already is.
local authored = nil
local overrides = {}
local function authoredFor(mapId)
-- `~= nil`, not truthiness: `false` is a meaningful entry here (an
-- authored refusal), so it has to reach the caller rather than read as
-- "nothing set" and fall through to the data file
local forced = overrides[mapId]
if forced ~= nil then return forced end
if authored == nil then
local ok, list = pcall(V.data, "battle_arenas")
authored = (ok and type(list) == "table") and list or false
end
if not authored then return nil end
return authored[mapId]
end
BattleArena.authoredFor = authoredFor
-- Force one map's entry at runtime, ahead of the data file. The authoring
-- tool's handle: it is how a spot chosen by eye is staged and photographed
-- before it is written down, and the only way to check a cross-floor entry
-- without editing the shipped list first. Pass nil to drop it again.
function BattleArena.setOverride(mapId, entry)
overrides[mapId] = entry
end
-- Cell size in world pixels, the unit every coordinate here is in when it
-- crosses into the renderer (Map's walk grid is 16px cells).
local CELL = 16
-- The two shapes, in preference order. `w`/`h` are in cells; `enemy` and
-- `player` are the offsets, from the shape's north-west corner, of the two
-- cells a mon stands on.
BattleArena.SHAPES = {
{ id = "wide", w = 3, h = 6, enemy = { 1, 1 }, player = { 1, 4 } },
{ id = "narrow", w = 1, h = 4, enemy = { 0, 0 }, player = { 0, 3 } },
}
-- ------- which way round the fight stands
--
-- Both shapes above are drawn north-south, with the foe at the top and the
-- player below it, and the camera is solved for that: it sits off the
-- player's shoulder, low and back down the arena's own axis. `turn` swings
-- the WHOLE staging a quarter at a time -- the footprint, the two cells, and
-- the camera with them -- so the composition on screen is identical and only
-- the ground under it is different.
--
-- It buys two things.
--
-- A footprint that FITS. The wide shape is three cells by six; an east-west
-- corridor two cells deep has no room for it standing up and all the room in
-- the world for it lying down. Half the maps in Kanto run the other way from
-- the one shape this mode was drawn in.
--
-- And a BACKDROP. A quarter turn moves the camera to a different side of the
-- same patch of ground, so the wall behind the pair becomes the window
-- behind them, or the cliff becomes the valley. Nothing about the shot's
-- geometry changes -- the mons land on the same two screen anchors at the
-- same size -- so this is purely a choice about what is behind them, made
-- per map by somebody looking at it.
--
-- Written in DEGREES in data/battle_arenas.lua (`turn = 90`) because that is
-- what it is; handled as quarter turns everywhere below.
local function quarters(turn)
local q = math.floor(((tonumber(turn) or 0) / 90) + 0.5)
return ((q % 4) + 4) % 4
end
BattleArena.quarters = quarters
-- The footprint a shape covers once turned: a quarter or three of a turn
-- swaps how far it reaches in each direction, which is the whole reason a
-- corridor takes one and not the other.
function BattleArena.extent(shape, turn)
if quarters(turn) % 2 == 1 then return shape.h, shape.w end
return shape.w, shape.h
end
-- Where a cell offset inside the shape ends up under the same turn, measured
-- from the turned footprint's own north-west corner -- so the corner an entry
-- names stays the corner, whichever way the fight faces from it.
local function spin(shape, turn, ox, oy)
local q = quarters(turn)
if q == 1 then return shape.h - 1 - oy, ox end
if q == 2 then return shape.w - 1 - ox, shape.h - 1 - oy end
if q == 3 then return oy, shape.w - 1 - ox end
return ox, oy
end
-- Whether a cell is open ground for the purpose above.
--
-- "Open" is the walk test the player themselves answer to, so an arena can
-- never be laid over a wall, a counter, a tree or a ledge face. Water counts
-- only for a surfer, which is the one case where the player is standing on
-- it too -- a sea battle staged on the beach half a route away would read as
-- a teleport.
--
-- Warp cells are excluded on top of that. They are walkable by definition
-- (they are the doormat), and a fight framed in a doorway both looks wrong
-- and puts the camera inside the building's geometry.
--
-- And TALL GRASS is excluded, which is the surprising one, because grass is
-- where wild battles come from and standing in it is the obvious place to
-- have one. It does not survive contact with the camera. Grass is real
-- geometry in this mode -- a row of tufts about knee height on a Pokemon --
-- drawn with the same camera-ward bias that lets it overdraw a walking
-- character's feet in the free-roam world. From a camera nearly level with
-- the floor that bias stops being feet-deep: the tufts on and around a mon's
-- own tile stand between it and the lens and eat most of the sprite.
--
-- So the arena is laid on bare ground -- the whole footprint, not just the
-- two cells a mon stands on, because the apron south of the near mon is
-- exactly the row whose grass would cover it. Grass FURTHER back toward the
-- camera is fine and stays: it is far enough forward to project low and wide
-- across the bottom of the frame, where it reads as a field rather than as
-- something in the way.
local function openCell(map, cx, cy, surfing)
if not map:inBounds(cx, cy) then return false end
if map:warpAtCell(cx, cy) then return false end
if map:isWarpTileCell(cx, cy) then return false end
if map.isGrassCell and map:isGrassCell(cx, cy) then return false end
if map:isWalkableCell(cx, cy) then return true end
return (surfing and map:isWaterCell(cx, cy)) or false
end
BattleArena.openCell = openCell
-- The map's open cells as one flat boolean grid, so the rectangle test
-- below is a lookup rather than a tileset walk per cell. Built once per
-- search; a battle asks for one.
local function openGrid(map, surfing)
local w, h = map.widthCells, map.heightCells
local grid = {}
for cy = 0, h - 1 do
local row = cy * w
for cx = 0, w - 1 do
grid[row + cx] = openCell(map, cx, cy, surfing)
end
end
return grid, w, h
end
local function fits(grid, gw, x, y, w, h)
for cy = y, y + h - 1 do
local row = cy * gw
for cx = x, x + w - 1 do
if not grid[row + cx] then return false end
end
end
return true
end
-- Build the record the renderer reads: the two mons' cells and, in world
-- pixels, the centre of each and of the pair.
local function place(shape, x, y, turn)
local eox, eoy = spin(shape, turn, shape.enemy[1], shape.enemy[2])
local pox, poy = spin(shape, turn, shape.player[1], shape.player[2])
local ex, ey = x + eox, y + eoy
local px, py = x + pox, y + poy
local w, h = BattleArena.extent(shape, turn)
local arena = {
shape = shape.id,
-- carried in degrees, so everything downstream that reasons about the
-- shot -- the camera's base yaw above all -- reads the same number the
-- data file was written with
turn = quarters(turn) * 90,
x = x, y = y, w = w, h = h,
enemyCell = { ex, ey },
playerCell = { px, py },
-- world-pixel centres of the two cells a mon stands on
enemy = { ex * CELL + CELL / 2, ey * CELL + CELL / 2 },
player = { px * CELL + CELL / 2, py * CELL + CELL / 2 },
}
arena.mid = { (arena.enemy[1] + arena.player[1]) / 2,
(arena.enemy[2] + arena.player[2]) / 2 }
return arena
end
-- ------- can the two of them actually be SEEN there
--
-- The camera sits low and far back on one side, so what hides a mon is not
-- what is on its own tile -- it is anything TALL between the camera and it.
-- A tree two cells to the south-east blocks the near mon completely while
-- every cell of the arena is open ground.
--
-- So the line from the eye to each mon is walked in short steps and the
-- terrain height under each step is compared with how high the line is
-- there. Three lines per mon -- to its feet, its middle and its head --
-- because a hedge that clears the head still cuts the body in half.
--
-- Grass and flowers are deliberately not obstacles: they stand at ankle
-- height, they are what a field looks like, and a mon standing in them
-- reads as standing in a field rather than as being hidden by one.
BattleArena.SAMPLE_STEP = 4 -- world pixels along the line
BattleArena.MON_H = 16 -- how tall a mon stands, in world pixels
BattleArena.CLEAR_EPS = 1.5 -- slack, so a flush kerb is not an obstacle
local function heightAt(map, wx, wz)
local cx, cy = math.floor(wx / CELL), math.floor(wz / CELL)
if not map:inBounds(cx, cy) then
-- off the map the border ring is drawn, and on most outdoor maps that
-- ring is trees; treat it as solid so an arena is never framed through it
return 32
end
local ok, h = pcall(V.require("VoxelScene").groundAt, map, cx, cy)
return (ok and h) or 0
end
-- Whether the segment from `eye` to (tx, ty, tz) clears the terrain.
local function lineClear(map, eye, tx, ty, tz)
local dx, dy, dz = tx - eye[1], ty - eye[2], tz - eye[3]
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
if len <= 1 then return true end
local steps = math.ceil(len / BattleArena.SAMPLE_STEP)
-- skip the ends: the eye is in open air by construction and the last step
-- is the mon's own tile, which it is standing on
for i = 1, steps - 1 do
local t = i / steps
local wx = eye[1] + dx * t
local wy = eye[2] + dy * t
local wz = eye[3] + dz * t
if heightAt(map, wx, wz) > wy + BattleArena.CLEAR_EPS then return false end
end
return true
end
-- Whether both mons would be in plain view from the battle camera.
function BattleArena.clearance(map, arena)
local BattleCam = V.require("BattleCam")
-- the CANONICAL shot: whether a fight fits somewhere is a fact about the
-- ground, so it must not depend on the drift's phase or on where the
-- player last swung the camera (see BattleCam.rig's third argument)
local ok, rig = pcall(BattleCam.rig, arena, 0, true)
if not (ok and rig and rig.eye) then return true end
local eye = rig.eye
local H = BattleArena.MON_H
for _, mark in ipairs({ arena.player, arena.enemy }) do
for _, hy in ipairs({ 1, H * 0.5, H }) do
if not lineClear(map, eye, mark[1], hy, mark[2]) then return false end
end
end
return true
end
-- The nearest arena to (fromX, fromY) -- the player's cell -- or nil when
-- the map has room for neither shape.
--
-- Distance is measured from the player to the arena's MIDPOINT, so "nearest"
-- means the fight is staged as close to where it was triggered as the ground
-- allows, rather than merely having a corner nearby.
--
-- Both shapes are searched over the whole map before the next one is tried:
-- a wide arena on the far side of a route still beats a narrow one
-- underfoot, because the wide one is the shot this mode is framed for.
function BattleArena.find(map, fromX, fromY, surfing)
if not (map and map.widthCells) then return nil end
-- the authored spot wins outright when the map has one and it still holds
local pick = authoredFor(map.id)
-- `false` is an authored REFUSAL: a map looked at and found to have nowhere
-- a fight can be seen, with no other floor to borrow. Declining is the
-- honest answer -- the battle draws on the plain screen -- and it has to be
-- said explicitly, because the fallback search below would otherwise go and
-- find one of the bad spots that were already rejected by eye.
if pick == false then return nil end
if pick then
local shape = nil
for _, s in ipairs(BattleArena.SHAPES) do
if s.id == (pick.shape or "wide") then shape = s end
end
-- an entry may point at another floor of the same cave or building; the
-- arena is then measured against THAT map, and carries it
local host = map
if shape and pick.map and pick.map ~= map.id then
local ok, other = pcall(function()
local Game = require("src.core.Game")
return require("src.world.MapLoader").load(Game.data, pick.map)
end)
host = (ok and other) or nil
end
if shape and host then
-- An authored spot is checked with WATER COUNTING AS GROUND, whatever
-- the player is doing. The surfing test exists to stop the automatic
-- search staging a walker's fight out at sea; an authored entry was
-- chosen and looked at by a person, so if it is on water that is the
-- point of it -- the surf routes fight in the middle of their own
-- ocean rather than on a scrap of beach at the edge of the map. Land
-- entries are unaffected: land passes the test either way.
local grid, gw = openGrid(host, true)
-- measured against the TURNED footprint: an entry that lies the arena
-- down an east-west corridor covers different ground from the one that
-- stands it up, and the fit test is the thing that has to know
local fw, fh = BattleArena.extent(shape, pick.turn)
if fits(grid, gw, pick.x, pick.y, fw, fh) then
local arena = place(shape, pick.x, pick.y, pick.turn)
arena.map = host
-- which camera rig this spot is framed for; nil is the default long
-- lens, "close" the short one small rooms need (see BattleCam)
arena.cam = pick.cam
return arena
end
end
end
local found = BattleArena.search(map, fromX, fromY, surfing)
if found then found.map = map end
return found
end
-- The arena at a given north-west corner, whatever the map says about it.
-- The authoring tool's manual override: a spot chosen by eye rather than by
-- the search, so it can be photographed and judged before it is written down.
function BattleArena.at(x, y, shapeId, turn)
for _, shape in ipairs(BattleArena.SHAPES) do
if shape.id == (shapeId or "wide") then
return place(shape, x, y, turn)
end
end
return nil
end
-- The nearest arena the map can offer, preferring one the pair can be SEEN
-- in. Two passes rather than one score: a clear arena on the far side of a
-- route beats an obstructed one underfoot, because being able to see the
-- fight is the point, but an obstructed one still beats no battle at all.
function BattleArena.search(map, fromX, fromY, surfing, wantClear)
local grid, gw, gh = openGrid(map, surfing)
for _, shape in ipairs(BattleArena.SHAPES) do
for _, needClear in ipairs({ true, false }) do
local best, bestD = nil, nil
for y = 0, gh - shape.h do
for x = 0, gw - shape.w do
if fits(grid, gw, x, y, shape.w, shape.h) then
local mx = x + (shape.w - 1) / 2
local my = y + (shape.h - 1) / 2
local dx, dy = mx - fromX, my - fromY
local d = dx * dx + dy * dy
if not bestD or d < bestD then
local cand = place(shape, x, y)
if not needClear or BattleArena.clearance(map, cand) then
best, bestD = cand, d
end
end
end
end
end
if best then return best end
if wantClear and needClear then return nil end
end
end
return nil
end
return BattleArena