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1373 lines (1303 loc) · 64.7 KB
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-- DRAMATIC SHAPE VOXEL MOD BATTLE ART: 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. ONE rung is the deliberate exception. 1ST --
-- the first-person camera -- replaces the grid WALK with a free,
-- camera-relative one while it is selected (lib/FreeMove.lua), because a
-- head 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(("BATTLE_ART_VOXEL_FORK: %s is missing -- reinstall the mod"):format(rel), 0)
end
local chunk, err = load(source, "@" .. mod.path .. "/" .. rel)
if not chunk then
error(("BATTLE_ART_VOXEL_FORK: %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 VoxelPrecache = V.require("VoxelPrecache")
local VoxelLoadingVeil = V.require("VoxelLoadingVeil")
local VoxelTransitionGate = V.require("VoxelTransitionGate")
local VoxelPrecacheScreen = V.require("VoxelPrecacheScreen")
local VoxelCacheRamScreen = V.require("VoxelCacheRamScreen")
local VoxelMeshDisk = V.require("VoxelMeshDisk")
local ModSetting = V.require("ModSetting")
local StaticGeometry = V.require("StaticGeometry")
local VoxelGrid = V.require("VoxelGrid")
local WorldCurve = V.require("WorldCurve")
local WorldUnderlay = V.require("WorldUnderlay")
local RenderDistance = V.require("RenderDistance")
local OverworldBattle = V.require("OverworldBattle")
local BattlePresentation = V.require("BattlePresentation")
local BattleStage = V.require("BattleStage")
local StadiumBattleFxProvider = V.require("StadiumBattleFxProvider")
local BattleArt = V.require("BattleArt")
local StadiumModels = V.require("StadiumModels")
local StadiumBackground = V.require("StadiumBackground")
local InterfaceSprites = V.require("InterfaceSprites")
local UiBackplates = V.require("UiBackplates")
local BattleExit = V.require("BattleExit")
local DayNight = V.require("DayNight")
local DayTint = V.require("DayTint")
local Water = V.require("Water")
local Shadows = V.require("Shadows")
local AntiAlias = V.require("AntiAlias")
local FirstPerson = V.require("FirstPerson")
local FreeMove = V.require("FreeMove")
local PoisonFlash = V.require("PoisonFlash")
local MomHealFlash = V.require("MomHealFlash")
local TransformCompat = V.require("TransformCompat")
-- `mods.loaded` is the first point at which every content mod has finished
-- patching the registries and the last point before a save can mutate live map
-- blocks. Persistent voxel meshes are keyed exclusively from this snapshot.
mod.events:on("mods.loaded", function(payload)
StaticGeometry.capture(payload and payload.data)
-- Sprite providers commonly wrap BattleState.update from their main chunk.
-- Reassert BATTLE ART ownership outside the completed chain so ordinary and
-- shiny opponent fronts cannot alternate after those providers advance.
OverworldBattle.refreshSpriteOwnershipHook()
StadiumBattleFxProvider.register()
end)
-- 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
-- WORLD depends on the engine's flat battle compositing the frozen overworld
-- behind its UI. A staged 3D battle owns that space instead, so WORLD cannot
-- be represented and falls back to WHITE. BLACK is an ordinary opaque
-- letterbox and remains a valid explicit choice.
local function ensureBattleBgCompatible(opts)
if opts and opts.battleBg == "world" then
opts.battleBg = "white"
return true
end
return false
end
-- 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
-- Only the FULL-slot apron ring depends on void fill (see
-- Disk.fingerprint and ChunkMesher.invalidateVoidRings); body/aux stay
-- drawn while just the ring rebuilds, so toggling never stutters every map.
ChunkMesher.invalidateVoidRings()
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)
-- WORLD is only valid for the engine's flat 2D battle and composites as
-- broken bars with the 3D diorama (there is no frozen overworld to show
-- through). Correct that incompatible mode at the top of every update
-- tick -- not gated on FULL -- while preserving the valid BLACK option.
-- Persists on change only, never every frame.
local Game = require("src.core.Game")
local o = Game.save and Game.save.options
if ensureBattleBgCompatible(o) then
if Game.writeOptions then pcall(Game.writeOptions, Game) end
end
-- 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)
local transitionGame = require("src.core.Game")
local transitionWorld = transitionGame and transitionGame.overworld
VoxelTransitionGate.update(dt, Voxel.active() and Voxel3D.available(),
transitionWorld and transitionWorld.map)
-- 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 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)
-- 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()
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)
-- Once the visible neighbourhood is ready, cooperatively prepare the
-- current map's real warp/connection destinations. This is automatic:
-- no prebuild button, startup pause or whole-world resident cache.
pcall(VoxelPrecache.update, Game)
end
ChunkMesher.pump(Game and Game.stack
and Game.stack:top() ~= ow)
end,
drawWorld = function(ctx)
-- 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, waiting = VoxelScene.render(ctx.state, rw, rh,
ctx.vw, ctx.vh, ctx.paletteFor)
local map = ctx.state and ctx.state.map
if not canvas then
local generating = map and not ChunkMesher.slotKnown(map, false)
if waiting or generating then
VoxelTransitionGate.observe(map, false)
-- Only an explicitly qualified Continue/travel gate may cover the
-- world. Ordinary doors and first-time route loads fail open to the
-- engine renderer while their voxels build instead of inventing an
-- unrelated black transition. The gate itself also has a hard ceiling,
-- so a failed neighbour/cache record cannot soft-lock a save here.
if VoxelTransitionGate.blocking(map) then
return VoxelLoadingVeil.get(sw, sh)
end
return nil
end
-- A genuine renderer failure must fail open instead of trapping the
-- player behind an eternal modal cover.
VoxelTransitionGate.cancel(map)
return nil -- genuine build/driver failure: safe 2D
end
if waiting then
-- The canvas is the last wholly rendered neighbourhood. Do not composite
-- the new area's field FX over that old camera; reveal both together once
-- all connected BODY meshes are ready.
VoxelTransitionGate.observe(map, false)
if VoxelTransitionGate.blocking(map) then
return VoxelLoadingVeil.get(sw, sh)
end
-- Seamless route/city connections are intentionally not modal: retain
-- their last complete voxel frame instead of flashing a black cover.
return AntiAlias.resolve(canvas, sw, sh, "world")
end
VoxelTransitionGate.observe(map, true)
if VoxelTransitionGate.blocking(map) then
return VoxelLoadingVeil.get(sw, sh)
end
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())
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()
VoxelScene.invalidate()
Voxel3D.invalidate()
OverworldBattle.invalidate()
AntiAlias.invalidate()
VoxelLoadingVeil.invalidate()
ChunkMesher.invalidate() -- no map id = every cached mesh
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 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)
-- default to the classic player back view. The foe remains world-placed;
-- AUTO decides whether the selected back belongs in-world or on OG UI.
BattleArt.viewSetting:setIndex(2, 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)
-- BATTLE BG: WORLD leaves the frozen overworld showing through a battle and
-- is only valid for the engine's flat 2D battle; with the 3D diorama there
-- is no "old system" to show through, so WORLD composites as broken dark
-- bars. Correct WORLD to WHITE while preserving BLACK, which is already an
-- opaque field and needs no world-behind-battle path.
ensureBattleBgCompatible(opts)
-- 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." },
{ WorldUnderlay.setting,
"Choose the solid outdoor world beneath terrain holes and beyond map edges: "
.. "CYAN or BLACK. OFF/KFP leaves the underlay to Kanto First Person. "
.. "NATURE uses a black underlay and continues each biome beyond loaded "
.. "ROM cells with stable random-sized tree or rock billboards. "
.. "Indoor horizons automatically match "
.. "the room's own border/void material so the finite map ring cannot reveal "
.. "a differently coloured infinite fill behind it.",
full = true },
{ RenderDistance.setting,
"Limit connected-map terrain, water, figures and characters outside the "
.. "camera neighborhood. MEDIUM is the balanced default for the current "
.. "sandboxed engine's pure-Lua mesh path; FULL preserves the uncapped "
.. "legacy draw distance.",
full = true },
{ 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." },
{ Shadows.setting,
"Enable shadows. OFF removes both the real cast-shadow map and its flat "
.. "fallback from free roam and staged battles; UNLIT battle cards also "
.. "decline shadows even while this global switch is ON.",
full = true },
{ InterfaceSprites.setting,
"INTERFACE SPRITES: show BATTLE ART's regular-form FRONT outside battle. "
.. "Title and status support timed atlas animation; other hook-aware "
.. "screens use single-image sets or retain ROM art, independent of "
.. "DUPLICATE FIX (which owns only battle pictures). "
.. "MODDED leaves the interfaces to another sprite mod or the ROM." },
-- `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.
{ OverworldBattle.setting,
"Fight on the map: the battle draws over the nearest clear ground, "
.. "shot over the shoulder with a slow parallax drift.",
full = true },
-- HUD SCALE lives with the battle rows: SCALED is the mod's default HUD
-- (it grows with the battle zoom); OG pins it to the window-fit scale like
-- upstream gen1recomp's player HUD, so an external XP-bar mod -- which this
-- mod does NOT provide -- lines up with a window-scaling HUD.
{ OverworldBattle.hudScaleSetting,
"Size of the player and opponent HUD. SCALED grows with the battle "
.. "zoom (the mod default); OG pins it to the window-fit scale like "
.. "upstream gen1recomp's player HUD, so an external XP-bar mod -- which "
.. "this mod does not include -- lines up with a window-scaling HUD.",
full = true },
-- Only offered while a fight can actually be staged on the map.
{ BattleArt.setting,
"Use optional PNGs from assets/battle in fights. Missing art falls "
.. "back to the ROM. STATIC is the zero-configuration default.",
when = function() return stagedBattles() end, full = true },
{ BattleArt.trainerSetting,
"Choose the static opponent trainer collection. A class missing from "
.. "the selected generation falls back directly to its ROM portrait.",
when = function()
return stagedBattles() and BattleArt.setting:get() ~= "rom"
end, full = true },
{ BattleArt.playerArtSetting,
"Choose the player trainer's static battle-intro portrait. A missing "
.. "named choice tries player.png, then ROM. PNG uses player.png "
.. "directly. BATTLE ART: ROM pins this row to ROM.",
when = function()
local mode = BattleArt.setting:get()
return stagedBattles() and (mode == "static" or mode == "rom")
end, full = true },
{ BattleArt.playerAnimationSetting,
"Choose player.png as a static portrait or a five-frame player trainer "
.. "atlas under ANIMATED. Atlas playback starts with the leftward intro "
.. "slide, runs once, and never loops. Missing art and ROM retain the "
.. "engine portrait.",
when = function()
return stagedBattles() and BattleArt.setting:get() == "animated"
end, full = true },
{ BattleArt.frontAnimationSetting,
"Choose the front generation used by BATTLE ART: ANIMATED. GEN 1 reads "
.. "single-frame PNGs; GEN 2-5 read atlases. STATIC ignores this row. "
.. "Missing art falls directly back to ROM.",
when = function()
return stagedBattles() and BattleArt.setting:get() == "animated"
end, full = true },
{ BattleArt.backAnimationSetting,
"Choose the player back-art generation. STATIC reads only a PNG from "
.. "back-static/GEN for every choice. ANIMATED reads static GEN 1, 2, "
.. "and 4 PNGs, or animated GEN 3 and 5 atlases. Missing art falls "
.. "back to the ROM.",
when = function()
return stagedBattles() and BattleArt.setting:get() ~= "rom"
end, full = true },
{ BattleArt.duplicateSetting,
"Choose who owns Pokemon pictures when another sprite mod is installed. "
.. "BATTLE ART keeps this mod's selected front and back collections on "
.. "top, including its DV-routed shiny collections. MODDED installs no "
.. "Pokemon art and captures the pictures chosen by another sprite mod "
.. "or the ROM on both sides. This replaces both old FRONT SHINY FIX and "
.. "BACK SHINY FIX rows.",
when = function() return stagedBattles() end, full = true },
{ BattleArt.viewSetting,
"Show the player's Pokemon from the front or back. Supplied art stays "
.. "world-placed; a missing selected back falls back to the ROM UI pic.",
when = function() return stagedBattles() end, full = true },
{ BattleArt.frontFlipSetting,
"Orient the player-side FRONT SPRITES card. BATTLE ART mirrors ordinary "
.. "front art so it faces the opponent. DEFAULT preserves the image's "
.. "authored direction, for sprite mods that already supply a flipped "
.. "player picture such as Crystal Animated Sprites.",
when = function() return stagedBattles() end, full = true },
{ BattleArt.backPlacementSetting,
"Place player back art automatically, force it into the 3D world, or "
.. "use gen1recomp's OG UI anchor. AUTO keeps STATIC fallbacks in the "
.. "world and ANIMATED/ROM fallbacks on the UI.",
when = function() return stagedBattles() end, 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." },
-- ------- 1.66 UI backplates (see lib/UiBackplates.lua) -------
{ UiBackplates.spriteLight,
"SHADED lets the mons receive the world's day tint and cast shadows; "
.. "UNLIT draws them flat and full bright. UNLIT is what the white "
.. "arena fill needs, and what the OG battle's sprites look like.",
when = function() return stagedBattles() end, full = true },
{ UiBackplates.hudColor,
"COLOR keeps the engine's black names, levels and HP text plus its "
.. "green/yellow/red HP bars, with a bright one-pixel shadow for the "
.. "world behind them. INVERTED uses white HUD ink with a dark shadow. "
.. "ARENA FILL: WHITE always uses COLOR so the HUD remains visible.",
when = function() return stagedBattles() end, full = true },
{ UiBackplates.arenaFill,
"OFF uses the voxel level. WHITE draws a solid white arena. GEN6 "
.. "selects a flat illustrated background by city, route, cave or "
.. "story location and follows DAWN/DAY/DUSK/NIGHT where variants exist. "
.. "BLUE uses Stadium 2's native background and ground circles. "
.. "Both fill and crop to every window shape, softly defocus the plate, "
.. "retain the normal battle camera, keep only "
.. "mons, attacks and menus above it, and force SPRITE LIGHT: UNLIT.",
when = function() return stagedBattles() end, full = true },
{ UiBackplates.stadiumCircle,
"Control Stadium's ground circles independently of ARENA FILL. ON uses "
.. "the normal radius, HALF uses two-thirds radius, and OFF hides them. "
.. "This has no effect unless a compatible Stadium scene is installed.",
when = function() return StadiumBackground.installed() end,
provider = true, full = true },
{ UiBackplates.backdropOffset,
"Choose how far down into an illustrated background its top crop begins, "
.. "from 0 to 400 source-image pixels (100 by default). Larger values reveal lower floor "
.. "detail in wide windows and are safely clamped when no vertical crop "
.. "is available. This affects GEN6 and enabled boss backgrounds.",
-- Keep it visible beside ARENA FILL so a player can prepare the crop
-- before entering GEN6 or enabling an illustrated boss override.
when = function() return stagedBattles() end, full = true },
{ UiBackplates.bossBg,
"Independently replace the selected illustrated location plate for true "
.. "Gym Leader, Elite Four, Champion and static legendary encounters. "
.. "Rival battles continue to use Oak's Lab, Route 2, Route 24, SS Anne, "
.. "Pokemon Tower or Silph Co art. This row has no effect with ARENA "
.. "FILL: OFF or WHITE.",
when = function() return stagedBattles() end, full = true },
{ UiBackplates.textboxFill,
"WHITE keeps the latest build's opaque paper. HALF draws translucent "
.. "black, BLACK draws opaque black, and OFF removes only the paper. "
.. "Dark and transparent modes use white ink with a one-pixel shadow. "
.. "The fill is drawn with the engine textbox so BATTLE SIZE FIXED and "
.. "FILL stay aligned. ARENA FILL: WHITE overrides this row to WHITE.",
when = function() return stagedBattles() end, full = true },
-- AA is 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 },
}
local schema = {}
for _, entry in ipairs(SETTINGS) do
-- Provider-only settings should not leave a dead row when the optional
-- provider is absent. The in-game row has the same availability guard.
if not entry.provider or StadiumModels.installed() then
schema[#schema + 1] = entry[1]:schema(entry[2])
end
end
mod.options:define(schema)
-- Read the raw pre-1.7.7 keys before duplicateFix's schema default can be
-- mistaken for an explicit choice. The same helper runs again when a real
-- save is attached below; this early call covers the already-loaded profile.
pcall(BattleArt.migrateDuplicateSetting)
-- ------- 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 toggle 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,
}
do
local Game = require("src.core.Game")
local Pipelines = require("src.render.Pipelines")
local inner = Game.keypressed
function Game:keypressed(key)
local claim = HOTKEYS[key]
local top = self.stack and self.stack:top()
-- 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.
local stepped = false
if key == "3" then
if Pipelines.canToggle("voxel", top, self.overworld) then
Pipelines.setLevel("voxel",
Voxel.nextHotkeyLevel(Pipelines.level("voxel")))
stepped = true
end
else
stepped = Pipelines.hotkey(key, top, self.overworld) and true
end
if stepped then
Pipelines.syncOptions(self.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:
-- 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 it. So the
-- VOXEL key clears them on EVERY press, not just the press that
-- switches the mode on -- cycling back round to OFF leaves them
-- off too, which is the state the key is now the only route to.
if key == "3" then
self.save.options.tilt = 0
self.save.options.gbcfx = 0
require("src.render.GBCFX").setLevel(0)
end
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.
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
opts.tilt, opts.gbcfx = 0, 0
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")
-- 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)
BattleArt.forceRomPlayer(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 BATTLE ART how its world cards are sourced, neither 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 (battle-art rows
-- need 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
return insertGrouped(out, extra)
end)
-- The title menu is the one place a whole-game cache belongs: before
-- CONTINUE/NEW GAME has put an overworld and its live streaming workload on
-- screen. Keep the compact menu label within the stock title box; the screen
-- it opens spells out GENERATE PRECACHE, its exact products and live disk use.
mod.hooks:wrap("ui.title_menu.items", function(next, game, items)
local out = next(game, items)
if type(out) ~= "table" then return out end
-- Always offer PRECACHE from the title screen. Whether this build can
-- actually persist a disk cache is decided inside VoxelPrecacheScreen,
-- which shows the "not available" message on builds whose storage
-- backend would otherwise freeze (e.g. Windows 0.1.84+).
VoxelMeshDisk.bind(game, true)
local cacheAvailable = VoxelMeshDisk.available()
for _, item in ipairs(out) do
if tostring(item and item.label or "") == "CONTINUE"
and type(item.onSelect) == "function" and cacheAvailable then
local continue = item.onSelect
item.onSelect = function()
VoxelMeshDisk.beginSession()
local names = select(1, VoxelMeshDisk.ramPlan())
if not names or #names == 0 or VoxelMeshDisk.ramReady(names) then
continue()
else
game.stack:push(VoxelCacheRamScreen.new(game, continue))
end
end
elseif tostring(item and item.label or "") == "NEW GAME"
and type(item.onSelect) == "function" then
local newGame = item.onSelect
item.onSelect = function()
-- A save which has never run PRECACHE still gets the same RAM-only
-- gameplay layer. Its first adjacent maps are generated lazily and
-- may later be persisted with pause-menu CACHE -> SAVE.
newGame()
VoxelMeshDisk.bind(game, false)
VoxelMeshDisk.beginSession()
end
end
end
if not VoxelMeshDisk.precacheAvailable() then return out end
local entry = {
label = "PRECACHE",
onSelect = function()
VoxelMeshDisk.beginPrecache()
game.stack:push(VoxelPrecacheScreen.new(game))
end,
}
local at = #out + 1
for i, item in ipairs(out) do
if tostring(item and item.label or "") == "EXIT GAME" then
at = i
break
end
end
table.insert(out, at, entry)
return out
end)
-- Gameplay cache writes are opt-in. Generated/repaired BAVC containers stay
-- dirty in RAM until CACHE -> SAVE; DROP abandons the whole preload and those
-- unsaved changes, leaving uploaded current-area meshes intact and allowing
-- subsequent adjacent-area requests to refill RAM lazily.
mod.hooks:wrap("ui.start_menu.items", function(next, game, items)
local out = next(game, items)
if type(out) ~= "table" then return out end
-- CACHE is always offered; VoxelPrecacheScreen surfaces the
-- "not available" message on builds without a usable storage backend.
VoxelMeshDisk.bind(game, false)
for _, item in ipairs(out) do
if tostring(item and item.label or "") == "CACHE" then return out end
end
local entry = {
label = "CACHE",
onSelect = function()
if VoxelMeshDisk.cacheReadOnly() then
game.stack:push(VoxelPrecacheScreen.new(game))
return
end
local Menu = require("src.ui.Menu")
local Screens = require("src.ui.Screens")
local TextBox = require("src.render.TextBox")
local function reopen() Screens.push(game, "StartMenu") end
game.stack:push(Menu.new(game, {
{ label = "SAVE", onSelect = function()
local before = VoxelMeshDisk.ramStats()
local ok, saved, failed, errors = VoxelMeshDisk.saveRamToDisk()
if not ok then
local Logger = require("src.core.Logger")
for _, err in ipairs(errors or {}) do