diff --git a/docs/manual/09-objects.md b/docs/manual/09-objects.md index 1143980..2ac659c 100644 --- a/docs/manual/09-objects.md +++ b/docs/manual/09-objects.md @@ -304,18 +304,25 @@ The editor knows the parameters of these types (the rest show raw values): | **ForcePlayerMovement**, **WaterReboundPoints**, **ObjectDontDropInBox**, **FallOffNoHurt**, **RiverCurrentBox** | see [Force and water objects](11-cameras-triggers.md#force-and-water-objects) | points / box | | **RubyIdolDoor** | Idols needed, Offset (sign distance) | – | | **PressurePadDoor** | Pad flags (bit field), Door z, Camera, Camera hold | – | -| **CityGuard** | View range, Chase range, Event bit, Wall collision | Patrol path (wraps to the first node) | +| **CityGuard** (and CityGuardWithRubyIdol, CowGuard, GorillaGuard, LizardGuard, WarthogGuard) | View range, Chase range, Event bit (0 = active at once), Wall collision (CityGuard only) | Walking boxes: node pairs; the guard must **start inside one box** | | **JumpingBeetleBlue**, **JumpingBeetle** | Jump time, Wait, Jump height, Pause | Jump targets | | **Spider** | Range, Speed, Down time, Up time, Start down | Path | | **Bunny** | Flee range | – | +> **Guards:** a guard walks around inside the boxes of its waypoint pairs and chases the llama +> only inside them. If it does not start inside one of its boxes, or the node count is odd, the +> game removes it when the level starts – it never appears. Placing a guard gives it one 4×4 box +> around itself and Event bit 0; the Inspector shows a warning and a **Box around it** button +> when the boxes are wrong. An **Event bit** above 0 keeps the guard hidden until another object +> with that event number (a talking character, a smash statue, a door pad …) sets the bit. + > **Tip:** For pickups, leave **Snap to floor** on: the game then drops the coin onto the floor > when the level starts, so a coin placed slightly too high still ends up in the right place. ## Duplicating, copying and pasting * **Edit → Duplicate** (**Ctrl+D**) copies the selection one cell east. Objects keep a copy of - their waypoint chain, so a duplicated guard gets its own patrol path. + their waypoint chain, so a duplicated guard gets its own walking boxes. * **Edit → Copy** / **Paste** (**Ctrl+C** / **Ctrl+V**) work inside the open level. * **Delete** removes objects; waypoint chains used only by the deleted objects are removed too. diff --git a/docs/manual/10-waypoints.md b/docs/manual/10-waypoints.md index 5f1159b..74754a2 100644 --- a/docs/manual/10-waypoints.md +++ b/docs/manual/10-waypoints.md @@ -1,6 +1,6 @@ # Waypoints and paths -Many objects need positions besides their own: a guard walks along a patrol path, a camera zone +Many objects need positions besides their own: a guard walks inside its boxes, a beetle jumps along a patrol path, a camera zone covers a box, a checkpoint stores where the llama respawns, a cut scene flies its camera along a route. The game stores all of these as **waypoints** – points linked into **chains**. This chapter explains how chains work and how to edit them with the **Waypoint paths** tool. @@ -27,10 +27,10 @@ What the nodes mean depends on the object type. The Inspector names the role in | Role | Used by | Meaning of the nodes | |---|---|---| -| **patrol path** | CityGuard, JumpingBeetleBlue, Spider … | Points the character walks or jumps to; patrols wrap from the last node back to the first | +| **patrol path** | JumpingBeetleBlue, Spider … | Points the character walks or jumps to; patrols wrap from the last node back to the first | | **camera positions** | Llama (first node), cut-scene cameras, CutSceneTrigger | Camera position; node yaw and pitch give the view direction | | **respawn point** | CheckPointPost | Where the llama reappears, and which way it faces | -| **box area (two opposite corners)** | Secret, CameraSide, CameraLift, ObjectDontDropInBox, FallOffNoHurt … | Two nodes span a rectangle on the ground (x and z only); some types use several pairs | +| **box area (two opposite corners)** | Secret, CameraSide, CameraLift, ObjectDontDropInBox, FallOffNoHurt, guards … | Two nodes span a rectangle on the ground (x and z only); some types use several pairs (guards walk inside their boxes and must start inside one) | | **point list** | ForcePlayerMovement, WaterReboundPoints | Target points | | **waypoint chain** | other types | Meaning unknown – keep the original layout | @@ -162,5 +162,7 @@ The Problems panel reports: | … needs n waypoint(s) (…), has m | The type reads more nodes than the chain has | | … uses only n waypoint(s), the chain has m (info) | Extra nodes are ignored by the game | | … box nodes come in pairs | Box zones need an even number of nodes | +| … never appears: the game removes it at level start (error) | A guard without boxes, with an odd node count or starting outside all of its boxes; use **Box around it** in the Inspector | +| … stays hidden until event bit n is set (info) | A guard waiting for an event; set Event bit to 0 to have it active at once | | … has no waypoints; all original … objects have a chain | Most likely the type needs one | | Respawn node is n cells away (info) | A checkpoint's respawn point far from the post | diff --git a/notes/editor-object-schemas.md b/notes/editor-object-schemas.md index ed137f9..f6cb608 100644 --- a/notes/editor-object-schemas.md +++ b/notes/editor-object-schemas.md @@ -76,10 +76,31 @@ values only. | ObjectDontDropInBox, FallOffNoHurt | box mode (+ game state) | box | | WaterReboundPoints | active | rebound points | | RubyIdolDoor | p1 idols needed, p4 sign offset | – | -| CityGuard | p0 view range², p1 chase range², p2 event bit, p3 wall collision | patrol (wraps) | +| CityGuard family (high) | p0 view range², p1 chase range² (view capped to it), p2 event bit (0 = active at once), p3 wall collision (CityGuard only) | **boxes** (node pairs), must start inside one – see below | | JumpingBeetleBlue, Spider, Bunny | times in seconds (×30), ranges² | patrol path | +### Guards (CityGuard, CityGuardWithRubyIdol, CowGuard(NoCoin), GorillaGuard, LizardGuard(NoCoin), WarthogGuard) + +One compiled template (same code in t1l1m002 unit 20 and the others). Start of the script: +1. `if (p2 > 0) { hide; wait until g95 & (1 << (p2−1)); unhide } else wait until playerPtr ≠ 0` – + p2 is an **event bit**: bits of global 95 are set by talking characters (TipoVillage, + ChacaVillage), smash statues, LabBigCutscene, LabSlidingDoorPad … with the same number. All + village guards have p2 = 0; 4 lab guards wait for an event. +2. Waypoint scan: `wpFirst`, then pairs (`wpNext` twice): odd count → debug "Uneven number of + WPs" + **remove**; the start box = first pair whose x/z box (`inWaypointBoxXZ`, op 0x178, + inclusive, fixed point) contains the guard and whose first node has field +0x28 (`wpParam`, + editor `unk2`) = 0; none → "Guard not in WP box" + **remove**. So the waypoints are **walking + areas**, not a patrol path: the guard wanders (random turns) inside the current box; when it + leaves it, `waypointStep(2)` looks for another box containing it (boxes with `wpParam ≠ 0` only + from another such box), else it turns back (`clampToWaypointBox`). Chasing stays clamped to + the boxes; it gives up beyond p1 or when the player leaves. +All 41 original guards satisfy this (unit test `GuardsTest`). The editor: placing a guard gives +it one 4×4 box and p2 = 0; `ObjectChecks` reports an error when the game would remove it and an +info for p2 > 0; the Inspector shows the state plus a **Box around it** button (`Guards`, +`Setups.guardBox`). Verified in game: CityGuard with its box on a new level (base village 2) +appears and attacks the llama; a second one with a 4-node "square path" next to it never appears. + The rest (~150 placed types) shows raw values with the original statistics. Next candidates: -PressurePadDoor (bit field), TargetRopePlatform, CataSwingingBlade (speeds/angles), RiverLog. +Alligator (also box pairs: "Forcing alligator inside first WP box"), PressurePadDoor (bit field), TargetRopePlatform, CataSwingingBlade (speeds/angles), RiverLog. Tooling used (not in the repo): Ghidra script decompiling the handler table, a Python sweep disassembler with an op-name table, "parameter use" context dumps per type. diff --git a/notes/editor-tools-objects.md b/notes/editor-tools-objects.md index ee5bc31..bc0c6a3 100644 --- a/notes/editor-tools-objects.md +++ b/notes/editor-tools-objects.md @@ -12,7 +12,7 @@ screenshot tour `ObjectsTour` (test classes). |---|---| | **Objects panel** (left dock) | every placeable type of the base with rendered thumbnail, category filter, search (name + schema summary), favourites (right-click, ★ filter), "parameters decoded" marker; drag into the viewport or click → Place tool. Quick setups: Player start, Checkpoint, Exit, Secret, Coin line, Coin arc | | **Place tool** (P) | click = place on the collision floor under the cursor (snap to floor, grid snap), yaw = camera direction / facing the camera / 0° / type default; click + drag an object = move along the ground (its waypoints move along); drag the yellow knob = rotate (angle snap; a checkpoint's respawn node turns with it). Modes for the setups | -| Setups | **Player start** moves the existing player (exactly one) or places a Llama with its chain (camera node 8 cells behind). **Checkpoint** = CheckPointPost + respawn node 0.4 ahead (floor height). **Exit** = LevelDoor in the cell centre + 1×1 FLOOR brush with collision material 16; target picked in the options bar (world/chapter names, "world finished 7,7,7"). **Secret** = Secret with a 3×3 box (2 nodes) | +| Setups | **Player start** moves the existing player (exactly one) or places a Llama with its chain (camera node 8 cells behind). **Checkpoint** = CheckPointPost + respawn node 0.4 ahead (floor height). **Exit** = LevelDoor in the cell centre + 1×1 FLOOR brush with collision material 16; target picked in the options bar (world/chapter names, "world finished 7,7,7"). **Secret** = Secret with a 3×3 box (2 nodes). Guards (any placement) get one 4×4 box and event bit 0 | | **Coin tool** (O) | Line: two clicks, coins every *spacing*; Arc: centre + point on the circle, *count* coins over *arc°*; Coin/Coin5, height above floor, follow floor; live preview | | **Waypoint tool** (N) | select an object (or node): click = add node after the selected node / at the chain end (creates the chain if missing), Ctrl+click = insert before, drag = move (keeps height above floor), Backspace/Del = remove and relink; Reverse; orient new nodes along the path | | **Zones & triggers** (J) | handles: 4 corners of box zones (node pairs: Secret, CameraSide/Lift, ObjectDontDropInBox, FallOffNoHurt …), radius knob for RADIUS parameters (CutSceneTrigger, guards, CameraFocusPoint) | @@ -20,7 +20,7 @@ screenshot tour `ObjectsTour` (test classes). | Inspector "Waypoint chain" | node i of n, owner and role, ◀ ▶, select object, delete node, look through | | Viewport layers | *Path directions* (arrows, dashed wrap segment for patrol paths, node yaw ticks), *Zone areas & trigger radii* (boxes for all zone objects, fills for the selection), *Camera frusta* (CameraSide/Lift: computed game camera from height/distance/node yaw; cut-scene cameras: a frustum per node from node yaw/pitch) | | Look through camera (Ctrl+Shift+L, View → Camera) | viewport takes the camera of the selected node / cut-scene camera / camera zone; while active, flying writes back node position + yaw/pitch, or for CameraSide the height/distance params and node yaw (one undo step per pilot session) | -| Problems (Level → Check, Build) | chains not stored contiguously (error, Tools → Repair waypoint chains), param count, out-of-range values, missing required waypoints / odd box pairs, types whose originals always have a chain, LevelDoor without material-16 floor in its cell, impossible exit targets and (7,7,7) in TestLevel, far respawn nodes, several player starts | +| Problems (Level → Check, Build) | guards the game would remove (no start box / odd node count) and guards waiting for an event bit, chains not stored contiguously (error, Tools → Repair waypoint chains), param count, out-of-range values, missing required waypoints / odd box pairs, types whose originals always have a chain, LevelDoor without material-16 floor in its cell, impossible exit targets and (7,7,7) in TestLevel, far respawn nodes, several player starts | | Copy / paste between levels | Edit → Copy objects (Ctrl+Shift+C) puts JSON (objects + chains + brushes, relative to their centre) on the system clipboard; Paste objects (Ctrl+Shift+V) at the view centre in any level – types are matched by name/variant in the target base (unknown types skipped with a message) | | Prefabs | Tools → Save selection as prefab… / asset browser tab "Prefabs": `/editor/prefabs/.json` + thumbnail; double-click = place at view centre, drag = place under the cursor | | Delete | `edit.delete` is re-registered: a selection of waypoints is removed with the chain relinked | @@ -50,7 +50,7 @@ UI (Xvfb, `ObjectsTour`): `img/editor/obj_camera_zone.jpg`, `obj_cutscene_frusta In game (apptest, display :7, new level on base t1l1m002 as TestLevel chapter 2; island of brushes, coin line + coin arc, checkpoint, exit to Village chapter 2, CameraSide zone at the exit, -JumpingBeetleBlue with a 4-node patrol path, CityGuard with a square path): +JumpingBeetleBlue with a 4-node patrol path, CityGuard with two boxes): * level loads, coins of line and arc stand where placed (`obj_game_coins.jpg`); * walking through the checkpoint shows "KONTROLLPUNKT"; falling into the sea respawns the llama at @@ -58,18 +58,27 @@ JumpingBeetleBlue with a 4-node patrol path, CityGuard with a square path): * entering the camera zone switches to the zone camera (high view, `obj_game_camera_zone.jpg`); * stepping on the exit floor shows the tally "TestLevel Kapitel 2"; Enter → "Dorf Kapitel 2" loads = the chosen chapter (`obj_game_exit.jpg`); -* the beetle jumps back and forth along its path (`obj_game_patrol.jpg`). +* the beetle jumps back and forth along its path (`obj_game_patrol.jpg`); +* (2026-11-07, display :25) a CityGuard placed with the Place tool (one box) appears and attacks + the llama (`obj_game_guard.jpg`); one with a square path beside it never appears (editor: + `obj_guard_removed.jpg`). Village 1 with the door tile swapped open: start on the pad 42.5/3.5/49.37 + → tally "Dorf Kapitel 1" at once (`obj_game_village_door.jpg`); at the door's own position + 42.5/3.5/49.8 or in the original (door closed) → nothing. ## Known limits * Parameters are decoded for ~35 common types (confidence per type in the schema doc); the rest shows raw values with the statistics of the originals. -* The CityGuard (village-2 base) placed in the open did not show up in game – it probably waits for - a scene/event; the patrol test was done with JumpingBeetleBlue. -* In 8 original levels the exit check reports "no material 16 in the door cell": the exit floor - polygons decode one cell off the door (e.g. village door cell 42,49, floor polygon at 43,48) – - original tile collision positions vs. strat positions are not fully understood yet; brush-built - exits are correct (verified in game). Snap-to-floor on original levels uses the same polygons. +* Solved 2026-11-07: the CityGuard "not showing up" was removed by its own script – guards need + their start inside a waypoint box (node pairs), the tour had given it a 4-node square path + (editor-object-schemas.md "Guards"). The exit check "no material 16 in the door cell" in + originals came from the door floor being in the tile's swap model (RubyIdolDoor & co.); the + pad at 43,48 next to the village door is a house entrance. Tile cells follow the engine's + loader exactly (`Tile.cellX/cellZ` = ftol(x − 0.5), −ftol(z + 0.5)); `ObjectChecks` tests the + door cell like the engine (tiles listed in the cell, any height, swap models), same as + `GeometryChecks`. Tests: `GuardsTest`, `OriginalExitsTest`, `OriginalStartsTest`. +* Snap-to-floor (`Ground`) is geometric: it finds polygons that reach into a cell from a + neighbouring tile, which the engine ignores (`FloorFinder` follows the engine for the player). * Zone heights are estimated (+1.2 above the lower node); the engine tests x/z only. * Camera preview of CameraSide assumes the player in the box centre and default distance 2 / height 1 when the parameters are 0; the game's FOV is approximated by 60°. diff --git a/notes/geometry.md b/notes/geometry.md index 6ced0ab..2ca52c8 100644 --- a/notes/geometry.md +++ b/notes/geometry.md @@ -114,7 +114,9 @@ Order in the file: 1. `u32 N (tiles), u32 W, u32 H` (grid) 2. **A**: N × `{f32 x, f32 y, f32 z, u32 rot, u32 model, u32 animFlag}` (export space; x,z = cell centre .5). - Only used to sort into the cell lists: cell = floor(x) + floor(−z)·W. + Only used to sort into the cell lists: cell = ftol(x − 0.5) − ftol(z + 0.5)·W (ftol truncates; 0x42ad4a, + constant 0x56e158 = 0.5) = floor(x) + floor(−z)·W for cell-centred tiles (all originals). The player/strat + cell of the collision tests is x>>12, z>>12 (FUN_004036d0). 3. u32 n + n×u32 (list, referenced by strats) 4. u32 n + n×90 bytes (lights/cameras? – objects.md) 5. u32 n + n×34 bytes (path nodes) diff --git a/notes/img/editor/obj_game_guard.jpg b/notes/img/editor/obj_game_guard.jpg new file mode 100644 index 0000000..083f651 Binary files /dev/null and b/notes/img/editor/obj_game_guard.jpg differ diff --git a/notes/img/editor/obj_game_village_door.jpg b/notes/img/editor/obj_game_village_door.jpg new file mode 100644 index 0000000..b823bb4 Binary files /dev/null and b/notes/img/editor/obj_game_village_door.jpg differ diff --git a/notes/img/editor/obj_guard_removed.jpg b/notes/img/editor/obj_guard_removed.jpg new file mode 100644 index 0000000..0de2c89 Binary files /dev/null and b/notes/img/editor/obj_guard_removed.jpg differ diff --git a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Guards.java b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Guards.java new file mode 100644 index 0000000..5e7af91 --- /dev/null +++ b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Guards.java @@ -0,0 +1,72 @@ +package com.eliasmueller.llamamod.editor.tools.objects; + +import com.eliasmueller.llamamod.editor.model.PathNode; +import com.eliasmueller.llamamod.editor.model.Scene; +import com.eliasmueller.llamamod.editor.model.Strat; +import java.util.List; + +/** + * Guard family (CityGuard, CityGuardWithRubyIdol, CowGuard, GorillaGuard, …: one compiled template). + * Strat code at start: the waypoints are walked in pairs; an odd count ("Uneven number of WPs") or a + * start position outside every pair's x/z box whose first node has field unk2 = 0 ("Guard not in WP + * box") removes the guard before it is ever drawn. Parameter 2 > 0 keeps it hidden until progress + * bit p2 − 1 of global 95 is set; 0 = active as soon as the player exists. + */ +final class Guards { + static final List TYPES = List.of( + "CityGuard", + "CityGuardWithRubyIdol", + "CowGuard", + "CowGuardNoCoin", + "GorillaGuard", + "LizardGuard", + "LizardGuardNoCoin", + "WarthogGuard"); + + static final int EVENT_PARAM = 2; + + /** Half size of the box a newly placed guard gets (cells). */ + static final double NEW_BOX_HALF = 2.0; + + private Guards() {} + + static boolean is(String type) { + return type != null && TYPES.contains(type.endsWith("(spawn)") ? type.substring(0, type.length() - 7) : type); + } + + /** Index of the first node of the start box (pair), or −1 if the guard starts in none. */ + static int startBox(List chain, Strat st) { + for (int k = 0; k + 1 < chain.size(); k += 2) { + PathNode a = chain.get(k), b = chain.get(k + 1); + if (a.unk2() == 0 + && st.x() >= Math.min(a.x(), b.x()) + && st.x() <= Math.max(a.x(), b.x()) + && st.z() >= Math.min(a.z(), b.z()) + && st.z() <= Math.max(a.z(), b.z())) { + return k; + } + } + return -1; + } + + /** Event bit (0 = none) of a guard. */ + static int eventBit(Strat st) { + int[] p = st.params(); + return p.length > EVENT_PARAM ? p[EVENT_PARAM] >> 12 : 0; + } + + /** Why the game removes the guard at level start, or null if it stays. */ + static String removedBecause(Scene s, Strat st) { + List chain = st.waypoint() != null && s.contains(st.waypoint()) ? s.chain(st.waypoint()) : List.of(); + if (chain.isEmpty()) { + return "it has no waypoint boxes"; + } + if (chain.size() % 2 == 1) { + return "its waypoint count is odd (" + chain.size() + "; boxes are node pairs)"; + } + if (startBox(chain, st) < 0) { + return "it does not start inside one of its waypoint boxes"; + } + return null; + } +} diff --git a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectChecks.java b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectChecks.java index 9f442dd..5aa9f67 100644 --- a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectChecks.java +++ b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectChecks.java @@ -5,11 +5,13 @@ import com.eliasmueller.llamamod.editor.model.PathNode; import com.eliasmueller.llamamod.editor.model.Scene; import com.eliasmueller.llamamod.editor.model.Strat; import com.eliasmueller.llamamod.editor.model.StratCatalog; +import com.eliasmueller.llamamod.editor.model.Tile; import com.eliasmueller.llamamod.editor.tools.objects.ParamSchema.ParamDef; import com.eliasmueller.llamamod.editor.tools.objects.ParamSchema.TypeSchema; import com.eliasmueller.llamamod.editor.ui.LevelCheck; import com.eliasmueller.llamamod.editor.ui.Problem; import com.eliasmueller.llamamod.save.Worlds; +import java.util.ArrayList; import java.util.List; import java.util.function.Supplier; @@ -30,7 +32,7 @@ final class ObjectChecks implements LevelCheck { + " i+1): run Tools → Repair waypoint chains", broken)); } - Ground g = null; + List doorTiles = null; int players = 0; for (Strat st : s.strats()) { String type = st.type(); @@ -55,7 +57,21 @@ final class ObjectChecks implements LevelCheck { } } } - if (sc.waypoints().required() && chain.size() < sc.waypoints().min()) { + String gone = Guards.is(type) ? Guards.removedBecause(s, st) : null; + if (gone != null) { + out.add(Problem.error( + label(st) + " never appears: the game removes it at level start because " + gone + + " (Waypoint tool: give it a box of 2 nodes around its position)", + st)); + } else if (Guards.is(type) && Guards.eventBit(st) > 0) { + out.add(Problem.info( + label(st) + " stays hidden until event bit " + Guards.eventBit(st) + + " is set by another object; set Event bit to 0 to have it active from the start", + st)); + } + if (!Guards.is(type) + && sc.waypoints().required() + && chain.size() < sc.waypoints().min()) { out.add(Problem.warning( label(st) + " needs " + sc.waypoints().min() + " waypoint(s) (" + sc.waypoints().role().label + "), has " + chain.size(), @@ -67,7 +83,7 @@ final class ObjectChecks implements LevelCheck { + chain.size(), st)); } - if (sc.waypoints().pairs() && chain.size() % 2 == 1) { + if (sc.waypoints().pairs() && chain.size() % 2 == 1 && !Guards.is(type)) { out.add(Problem.warning( label(st) + ": box nodes come in pairs, the chain has " + chain.size(), st)); } @@ -84,14 +100,15 @@ final class ObjectChecks implements LevelCheck { } } if (type.equals("LevelDoor")) { - if (g == null) { - g = Ground.build( - s, s.brushes().isEmpty() ? null : BrushCompiler.compile(s, new java.util.ArrayList<>())); + if (doorTiles == null) { + doorTiles = new ArrayList<>(s.tiles()); + if (!s.brushes().isEmpty()) { + doorTiles.addAll( + BrushCompiler.compile(s, new ArrayList<>()).tiles()); + } } int cx = (int) Math.floor(st.gx()), cz = (int) Math.floor(st.gz()); - if (!g.hasMaterial(cx, cz, 16) - && s.tiles().stream() - .noneMatch(t -> t.cellX() == cx && t.cellZ() == cz && t.swapHasMaterial(16))) { + if (!cellHasMaterial(doorTiles, cx, cz, 16)) { out.add(Problem.warning( label(st) + " stands in cell " + cx + ", " + cz + " without exit floor (collision material" + " 16): the door never fires", @@ -126,6 +143,22 @@ final class ObjectChecks implements LevelCheck { } } + /** + * The engine's floor test walks only the tiles listed in the player's grid cell (MAP cell lists, + * cell = floor of the tile origin), at any height; a door's exit floor may also be in the swap + * model a door object switches the tile to (village 1: RubyIdolDoor). + */ + static boolean cellHasMaterial(List tiles, int cx, int cz, int material) { + for (Tile t : tiles) { + if (t.cellX() == cx + && t.cellZ() == cz + && (t.model() != null && t.model().hasCollisionMaterial(material) || t.swapHasMaterial(material))) { + return true; + } + } + return false; + } + static String label(Strat s) { return s.type() + " (" + s.id() + ")"; } diff --git a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/PlaceTool.java b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/PlaceTool.java index 5465852..2ca528a 100644 --- a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/PlaceTool.java +++ b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/PlaceTool.java @@ -238,9 +238,7 @@ public final class PlaceTool implements Tool { yield null; } Double yaw = yawMode() == 3 ? null : yaw(); - Command c = Edits.placeStrat(s, ses.type(), ses.variant(), x, y, z, yaw); - Strat st = Setups.lastStrat(c); - yield new Setups.Made(c, st); + yield Setups.object(s, ses.type(), ses.variant(), x, y, z, yaw); } }; if (m == null) { diff --git a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Schemas.java b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Schemas.java index 828c08b..728cbc5 100644 --- a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Schemas.java +++ b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Schemas.java @@ -336,13 +336,33 @@ public final class Schemas { .add(); // ---------------------------------------------------------- characters & enemies - t("CityGuard", "Guard patrolling its waypoints; chases the player when seen.") - .p("View range", Kind.RADIUS, 0, 50, "distance at which it sees the player") - .p("Chase range", Kind.RADIUS, 0, 50, "distance it chases the player (≥ view range)") - .p("Event bit", Kind.EVENT_BIT, 0, 32, "") + String guardEvent = "0 = active from the start (all village guards). n > 0: hidden and inactive until" + + " progress bit n (global 95) is set by another object with that event number (a talking" + + " character, smash statue, lab door pad …)"; + String guardBoxes = "walking areas: boxes of node pairs (x/z). The guard must start inside a box," + + " otherwise the game removes it at level start; overlapping boxes let it walk on"; + t( + "CityGuard", + "Guard walking around inside its waypoint boxes; chases the player within the boxes when" + + " it sees it.") + .p("View range", Kind.RADIUS, 0, 50, "distance at which it sees the player (in front of it)") + .p("Chase range", Kind.RADIUS, 0, 50, "distance at which it gives up (view range is capped to it)") + .p("Event bit", Kind.EVENT_BIT, 0, 32, guardEvent) .p("Wall collision", Kind.BOOL, "strat flag 0x40000") - .wp(Role.PATROL, 1, 0, "patrol path (wraps to the first node)") + .wpPairs(Role.BOX, 2, guardBoxes) + .conf("high") .add(); + for (String g : Guards.TYPES) { + if (!g.equals("CityGuard")) { + t(g, "Guard of the CityGuard family: walks inside its waypoint boxes, chases the player.") + .p("View range", Kind.RADIUS, 0, 50, "distance at which it sees the player") + .p("Chase range", Kind.RADIUS, 0, 50, "distance at which it gives up") + .p("Event bit", Kind.EVENT_BIT, 0, 32, guardEvent) + .wpPairs(Role.BOX, 2, guardBoxes) + .conf(g.equals("CityGuardWithRubyIdol") ? "high" : "medium") + .add(); + } + } t("JumpingBeetleBlue", "Jumping beetle following its path.") .p("Jump time", Kind.FIXED, "") .p("p1", Kind.RAW, "unused") diff --git a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Setups.java b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Setups.java index 6760b1f..0b14135 100644 --- a/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Setups.java +++ b/src/main/java/com/eliasmueller/llamamod/editor/tools/objects/Setups.java @@ -61,13 +61,74 @@ public final class Setups { p.setRaw("z", Edits.fixed(z)); } - /** Places an object; params with schema kind BOOL named "Snap to floor" are switched on. */ + /** + * Places an object (yaw in degrees). Guards ({@link Guards}) get one box around them instead of the prototype's + * boxes and event bit 0, so they are active from the start. + */ public static Made object(Scene s, String type, int variant, double x, double y, double z, double yaw) { + return object(s, type, variant, x, y, z, Double.valueOf(yaw)); + } + + /** As above; yaw null = the prototype's yaw. */ + public static Made object(Scene s, String type, int variant, double x, double y, double z, Double yaw) { Command c = Edits.placeStrat(s, type, variant, x, y, z, yaw); Strat st = lastStrat(c); + if (Guards.is(type)) { + c = guardSetup(s, (Batch) c, st, x, y, z); + } return new Made(c, st); } + private static Command guardSetup(Scene s, Batch placed, Strat st, double x, double y, double z) { + double h = Guards.NEW_BOX_HALF; + List nodes = addedNodes(placed); + List cmds = new ArrayList<>(); + if (nodes.size() >= 2) { + for (Command k : placed.commands()) { + if (!(k instanceof AddNode a && a.node() instanceof PathNode p && nodes.indexOf(p) >= 2)) { + cmds.add(k); + } + } + pos(nodes.get(0), x - h, y, z - h); + pos(nodes.get(1), x + h, y, z + h); + nodes.get(0).setRaw("unk2", 0); + nodes.get(1).setRaw("unk2", 0); + nodes.get(1).setRaw("next", null); + } else { + cmds.addAll(placed.commands()); + cmds.addAll(ChainOps.newChain( + s, + st, + List.of( + ChainOps.newNode(s, x - h, y, z - h, 0, null), + ChainOps.newNode(s, x + h, y, z + h, 0, null)))); + } + int[] p = st.params().clone(); + if (p.length > Guards.EVENT_PARAM) { + p[Guards.EVENT_PARAM] = 0; + st.setRaw("params", p); + } + return new Batch(placed.label(), cmds); + } + + /** Replaces a guard's waypoints with one box of 2 nodes around it (it then starts inside). */ + public static Command guardBox(Scene s, Strat st) { + double h = Guards.NEW_BOX_HALF; + List cmds = new ArrayList<>(); + if (st.waypoint() != null + && s.contains(st.waypoint()) + && ChainOps.owners(s, st.waypoint()).size() == 1) { + cmds.addAll(ChainOps.removeChain(s, st)); + } + cmds.addAll(ChainOps.newChain( + s, + st, + List.of( + ChainOps.newNode(s, st.gx() - h, st.gy(), st.gz() - h, 0, null), + ChainOps.newNode(s, st.gx() + h, st.gy(), st.gz() + h, 0, null)))); + return new Batch("Guard box", cmds); + } + /** * Player start: moves the existing player object if there is one (a level has exactly one), * else places a Llama with its chain (first node = camera 8 cells behind, rest on the llama). diff --git a/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/GuardsTest.java b/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/GuardsTest.java new file mode 100644 index 0000000..e25c066 --- /dev/null +++ b/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/GuardsTest.java @@ -0,0 +1,130 @@ +package com.eliasmueller.llamamod.editor.tools.objects; + +import static org.junit.jupiter.api.Assertions.assertEquals; +import static org.junit.jupiter.api.Assertions.assertNotNull; +import static org.junit.jupiter.api.Assertions.assertNull; +import static org.junit.jupiter.api.Assertions.assertTrue; + +import com.eliasmueller.llamamod.editor.io.Bases; +import com.eliasmueller.llamamod.editor.io.Project; +import com.eliasmueller.llamamod.editor.model.PathNode; +import com.eliasmueller.llamamod.editor.model.Scene; +import com.eliasmueller.llamamod.editor.model.Strat; +import com.eliasmueller.llamamod.editor.model.cmd.Batch; +import com.eliasmueller.llamamod.editor.model.cmd.History; +import com.eliasmueller.llamamod.editor.ui.Problem; +import java.nio.file.Files; +import java.nio.file.Path; +import java.util.ArrayList; +import java.util.List; +import java.util.Map; +import java.util.TreeMap; +import org.junit.jupiter.api.Test; + +/** + * Guards are removed by their own code unless they start inside a box of a waypoint pair; LevelDoors + * need material 16 in their cell. All originals satisfy the object checks (needs -Dllamamod.cd). + */ +class GuardsTest { + @Test + void originalGuardsAndDoorsPassTheChecks() throws Exception { + int guards = 0, withEvent = 0; + Map doorWarnings = new TreeMap<>(); + try (var files = Files.list(ObjectToolsTest.cd().resolve("wads"))) { + for (Path p : files.filter(f -> f.getFileName().toString().matches("t1l\\dm00\\d\\.wad")) + .sorted() + .toList()) { + String base = p.getFileName().toString().replace(".wad", ""); + Scene s = ObjectToolsTest.load(base); + for (Strat st : s.strats()) { + if (Guards.is(st.type())) { + guards++; + assertNull(Guards.removedBecause(s, st), base + " " + st.id()); + withEvent += Guards.eventBit(st) > 0 ? 1 : 0; + } + } + List out = new ArrayList<>(); + new ObjectChecks(() -> null).check(s, out); + for (Problem pr : out) { + assertTrue(!pr.message().contains("never appears"), base + ": " + pr.message()); + if (pr.message().contains("without exit floor")) { + doorWarnings.merge(base, 1, Integer::sum); + } + } + } + } + assertEquals(41, guards); + assertEquals(4, withEvent); // lab: cow, gorilla and lizard guards wait for scenes + // the two spare doors of t1l3m003 have no exit floor (their partners next to them do) + assertEquals(Map.of("t1l3m003", 2), doorWarnings); + } + + @Test + void placedGuardStartsInItsBoxAndIsActive() throws Exception { + Scene s = Project.create(Bases.fromCd(ObjectToolsTest.cd()), "new", "t1l1m002") + .scene(); + History h = new History(s); + Setups.Made g = Setups.object(s, "CityGuard", 0, 22, 0, 18, 0); + h.execute(g.command()); + Strat guard = (Strat) g.main(); + List chain = s.chain(guard.waypoint()); + assertEquals(2, chain.size()); + assertNull(Guards.removedBecause(s, guard)); + assertEquals(0, Guards.eventBit(guard)); + assertEquals(0, Guards.startBox(chain, guard)); + assertTrue(ChainOps.contiguous(s)); + assertTrue(problems(s).isEmpty(), problems(s).toString()); + + // a square "patrol path" around it: pairs (0,1) and (2,3) are flat strips, the guard is in neither + h.execute(new Batch("clear", ChainOps.removeChain(s, guard))); + List sq = new ArrayList<>(); + for (double[] q : new double[][] {{20, 15}, {26, 15}, {26, 22}, {20, 22}}) { + sq.add(ChainOps.newNode(s, q[0], 0, q[1], 0, null)); + } + h.execute(new Batch("square", ChainOps.newChain(s, guard, sq))); + assertNotNull(Guards.removedBecause(s, guard)); + assertTrue(problems(s).stream() + .anyMatch(p -> + p.severity() == Problem.Severity.ERROR && p.message().contains("never appears"))); + + // the inspector's fix + h.execute(Setups.guardBox(s, guard)); + assertNull(Guards.removedBecause(s, guard)); + assertEquals(2, s.chain(guard.waypoint()).size()); + assertTrue(ChainOps.contiguous(s)); + + // event bit set: still placed, but hidden (info) + int[] p = guard.params().clone(); + p[Guards.EVENT_PARAM] = 3 << 12; + guard.setRaw("params", p); + assertTrue(problems(s).stream() + .anyMatch(q -> + q.severity() == Problem.Severity.INFO && q.message().contains("event bit 3"))); + } + + @Test + void brushExitPassesTheDoorCheck() throws Exception { + Scene s = Project.create(Bases.fromCd(ObjectToolsTest.cd()), "new", "t1l1m002") + .scene(); + Setups.exit(s, 12.2, 0, 26.2, 1, 1, 2).command().apply(s); + List out = new ArrayList<>(); + new ObjectChecks(() -> null).check(s, out); + assertTrue(out.stream().noneMatch(p -> p.message().contains("exit floor")), out.toString()); + // moved one cell off its floor: the door never fires + Strat door = s.strats().stream() + .filter(st -> st.type().equals("LevelDoor")) + .findFirst() + .orElseThrow(); + door.setRaw("x", door.x() + 4096); + out.clear(); + new ObjectChecks(() -> null).check(s, out); + assertTrue(out.stream().anyMatch(p -> p.message().contains("without exit floor")), out.toString()); + } + + private static List problems(Scene s) { + List out = new ArrayList<>(); + new ObjectChecks(() -> null).check(s, out); + out.removeIf(p -> !(p.node() instanceof Strat st) || !Guards.is(st.type())); + return out; + } +} diff --git a/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectsTour.java b/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectsTour.java index 3bd2631..a1fb0e1 100644 --- a/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectsTour.java +++ b/src/test/java/com/eliasmueller/llamamod/editor/tools/objects/ObjectsTour.java @@ -51,6 +51,8 @@ public final class ObjectsTour { sleep(6000); if (mode.startsWith("beetle:")) { beetle(); + } else if (mode.startsWith("guard:")) { + guards(); } else if (mode.equals("village")) { village(); } else { @@ -140,7 +142,7 @@ public final class ObjectsTour { shot("obj_problems"); } - /** New level on the village-2 base: island, coins, checkpoint, exit, guard with patrol path, camera zone. */ + /** New level on the village-2 base: island, coins, checkpoint, exit, guard with two boxes, camera zone. */ static void build() throws Exception { edt(() -> { Scene s = w.scene(); @@ -171,7 +173,7 @@ public final class ObjectsTour { p[2] = 1 << 12; v.put(c, Map.of("params", p)); w.execute(Edits.set("Camera zone", v, null)); - // guard with a square patrol path + // guard with two overlapping walking boxes (node pairs); it must start inside one Setups.Made g = Setups.object(s, "CityGuard", 0, 22, 0, 18, 0); w.execute(g.command()); Strat guard = (Strat) g.main(); @@ -179,11 +181,11 @@ public final class ObjectsTour { new ArrayList<>(ChainOps.removeChain(s, guard)); w.execute(new Batch("clear", cmds)); List path = new ArrayList<>(); - double[][] pts = {{20, 15}, {26, 15}, {26, 22}, {20, 22}}; + double[][] pts = {{20, 15}, {25, 20}, {23, 19}, {28, 23}}; for (double[] q : pts) { path.add(ChainOps.newNode(s, q[0], 0, q[1], 0, null)); } - w.execute(new Batch("Patrol path", ChainOps.newChain(s, guard, path))); + w.execute(new Batch("Guard boxes", ChainOps.newChain(s, guard, path))); w.selection().set(guard, null); w.setTool(PathTool.ID); return null; @@ -243,6 +245,33 @@ public final class ObjectsTour { shot("obj_newlevel_saved"); } + /** Level with a correct guard (own box) and one outside its boxes: Inspector + Problems. */ + static void guards() throws Exception { + edt(() -> { + Camera c = w.viewport().camera(); + w.viewport().stopAnimation(); + c.position.set(ToolEvent.toExport(19, 10, 8)); + c.yaw = 0; + c.pitch = (float) Math.toRadians(-50); + w.viewport().requestRender(); + List g = w.scene().strats().stream() + .filter(st -> Guards.is(st.type())) + .toList(); + w.selection().set(g.getLast(), null); + w.setTool("select"); + w.run("level.check"); + return null; + }); + sleep(2500); + shot("obj_guard_removed"); + edt(() -> { + w.selection().set(first("CityGuard"), null); + return null; + }); + sleep(1500); + shot("obj_guard_box"); + } + static void beetle() throws Exception { edt(() -> { Scene s = w.scene();