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Asset pipeline: bake authored map spawns and headings
Every map's startup position and default landing zone is its baked spawn. The old rule (upward triangle nearest the origin) put the skater over the void on MegaPark and on the roof of Industrial Skate Park and StartPark, because park origins sit at a corner and retail floors are sometimes wound downward. New map_starts.py resolves each district's start from retail data: the world row's start locator (parks), a chosen fe_locations row for districts with several (University career start, Industrial Haystings Park, DownTown Rosalita Skate Park, Maloof street), or the district's only fe_locations row. Position and heading come from the district's global_locators records; the heading is now written into the .skate header. Districts without an authored start fall back to geometry: compact parks use the new ground_spawn search, city-sized districts keep the original rule (ground_spawn put Industrial under the streets). See docs/hails-additions/04-map-spawns.md.
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# 4. Authored map spawns
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Each converted `.skate` map stores one spawn (position + heading). The game
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uses it as the map's **startup position** (the saved default map) and as the
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menu's **default landing zone**; `teleports.json` destinations are only used
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when the player picks one. So the baked spawn must be right for every map.
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## Problems observed in play
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- **MegaPark:** the skater fell forever. Log: `PhysicsGround->PhysicsAir`
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9 ticks after spawning, never landing; the respawn (`Teleporting`) returned
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to the same point, so it looped.
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- **Industrial Skate Park, StartPark:** spawned on the roof; only "a small
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part" of the park was visible.
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- **Industrial, DownTown:** spawn "not where the original game puts you".
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## Root cause
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`tools/asset_pipeline/map_writer.py` (`SpawnSelector`) chose, for every
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district except University, the **upward-wound collision triangle nearest the
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world origin** and spawned 1 m above its centre. Two properties of the retail
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data defeat that:
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1. Skate-park origins sit at a corner of the park, not its middle.
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2. Retail collision winding is inconsistent: some park floors face down
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(StartPark's and Industrial Skate Park's ground floors at y = 0), so they
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were never candidates.
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Measured with the collision extracted from each park:
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| Map | Old spawn | What was there |
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|---|---|---|
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| MegaPark | (21.7, 21.6, −19.7) | 6.3 m² double-sided panel at the park edge; **nothing below it** |
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| IndustrialSkatePark | (−1.6, 40.3, 2.0) | roof (interior: floor 0 m, level 15 m, ceiling 39.6 m, roof 43 m) |
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| StartPark | (1.5, 33.2, −9.8) | roof |
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The retail game does not use geometry at all: it has authored start
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locators (below). The converter never read them.
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## Intermediate attempt (kept as a fallback)
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A geometric `ground_spawn()` was added first: ignore winding, search outward
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from the area-weighted centre of flat surfaces, and accept a point that is
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the lowest surface at its XZ, has ≥ 2.5 m headroom, and has no flat surface
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within 25 m (by triangle extent) more than 1 m lower.
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**Regression found in play:** applied to city maps, "lowest surface" is
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under the streets. Industrial's spawn became (−864.7, −3.0, 414.1); the player
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stood on collision under the map and the world looked invisible (back faces
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culled from below). Fix: only districts whose collision spans ≤ 500 m
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(`GROUND_MAX_EXTENT`, i.e. the parks) use `ground_spawn`; larger districts keep
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the original rule unchanged. A unit test pins this. Lesson recorded: a spawn
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change moves every map's startup position, so all maps must be checked.
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`ground_spawn` now only applies if a district has no authored start.
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## Final change: authored starts from retail data
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New `tools/asset_pipeline/map_starts.py` resolves each district's start from
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the game's own data, in priority order:
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1. **`world` row start locator** — field `Hash_3735C5C12E8E7AE1` in
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`skatercollections` names the start locator of each skate park
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(`dist_megapark` → `Z_MegaPark_SkatePark`, etc.).
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2. **Chosen `fe_locations` row** for districts with several authored
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locations and no single start (`DEFAULT_LOCATIONS`, a project choice —
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see below).
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3. **The district's only `fe_locations` row** (BlackBoxPark, SkateSchool).
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The locator's matrix comes from the district's own
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`data/content/global_locators/**/<District>/*.rx2` EB0009 records (parsed with
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the existing `teleports.location_records`; row 3 = position, row 2 = forward).
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Missing or ambiguous locators fall back to the geometric rule.
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Heading is now written into the `.skate` header (the `f32` after the spawn,
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previously always 0): `heading = atan2(forward.x, forward.z)`, matching the
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game's `Mat3::from_rotation_y(heading)` (forward = (sin h, 0, cos h)). The
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convention was checked against a logged teleport (Aletown: locator forward
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(0.1536, 0, 0.9881) = the game's `requested_at`).
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`_install` computes the starts once before map conversion and writes
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`<work>/map-starts.json`; each `convert_map` job reads its district's entry.
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### Resulting defaults
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| Map | Locator | Source | Position | Heading |
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|---|---|---|---|---|
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| BlackBoxPark | `A_BlackBoxPark` | fe_locations `dist_blackboxpark` | (10.55, 0.08, 6.05) | 90° |
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| DownTown | `Z_DT_SkatePark` (Rosalita Skate Park) | **choice** → fe `dist_downtown_skatepark` | (−254.05, 40.54, 32.39) | −85.5° |
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| DownTownSkatePark | `Z_SP_DT_Start` | world `dist_downtownpark` | (66.05, 0.0, −64.02) | 0° |
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| Industrial | `Z_Ind_ReclaimedHastings` (Haystings Park) | **choice** → fe `dist_industrial_reclaimed` | (−89.16, 1.01, −138.35) | −45.4° |
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| IndustrialSkatePark | `Z_SP_Ind_SP_Start` | world `dist_industrialpark` | (−64.01, 0.75, 0.0) | 0° |
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| MaloofMoneyCup | `A_Maloof_Street` | **choice** → fe `dist_maloof_street` | (0.56, −0.06, −43.42) | 180° |
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| MegaPark | `Z_MegaPark_SkatePark` | world `dist_megapark` | (230.63, 0.48, −73.08) | −90° |
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| SkateSchool | `tele_world_to_school_dest_locator_01` | fe `dist_skateschool` | (−31.28, 0.11, −31.5) | 0° |
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| StartPark | `Z_SP_SkateParkStart2` | world `dist_startpark` | (−64.01, 0.0, 0.0) | 0° |
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| University | `ftl_univ_02_challengelocator_01` (career start) | **choice** → fe `gamestart` | (294.64, 74.12, −432.6) | 114.5° |
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### Project choices (maintainers may prefer others)
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Retail has no single start for the cities (you always arrive at a location
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picked in the map menu) or for Maloof (two locations). Chosen:
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- **University:** the retail career start (`gamestart`).
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- **Industrial:** Haystings Park, the district's skate park.
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- **DownTown:** Rosalita Skate Park; retail data also links the DownTown
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skate-park world to this spot.
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- **MaloofMoneyCup:** the street course.
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Previous University spawn was a fixed point next to Super-Ultra Mega-Park,
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(330, 133.005, −710).
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## Other findings
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- Locator files for the parks live under `global_locators/PARK/`, not `BAM/`.
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- `teleports.json` marks MegaPark's only FE destination ("Stadium – Monster
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Park", locator `vert_skp5_01_challengelocator_01`) unavailable: that locator
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does not exist in the shipped content. Unrelated to spawns; left as is.
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- The map-conversion work runs in subprocesses (`map_job.py`) capped at 3
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workers; see performance notes elsewhere.
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## Files
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- `tools/asset_pipeline/map_starts.py` (new)
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- `tools/asset_pipeline/install.py` — computes starts before conversion;
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`convert_map` uses them.
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- `tools/asset_pipeline/map_writer.py` — `ground_spawn`, `GROUND_*`
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constants, `SpawnSelector` changes, `spawn_point` no longer prunes by
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distance for non-University districts, `write(..., prepared_heading=)`.
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- `tools/asset_pipeline/test_map_writer.py`, `tools/asset_pipeline/test_map_starts.py`.
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Pipeline fingerprints change for the `maps` and `environment` groups, so an
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existing install rebuilds those groups on its next asset refresh.
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## Verification
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- Unit tests (28 across the setup/map suites) pass, including: roof over a
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down-facing floor, floating panel over the void, city-sized districts
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keeping the original rule, heading convention.
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- Collision analysis per park (extract with the collision consumer, then
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query all surfaces at an XZ) confirmed the old failures and the
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ground_spawn results.
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- In play (before authored starts): Industrial with the restored city rule
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spawned visible and grounded.
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- Authored starts, after an asset refresh (maps + environment groups, 0
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warnings): every map passes `skate3rust --check-assets`, and each baked
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spawn and heading read back from the `.skate` header matches the table
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above exactly.
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- In-game confirmation of the authored starts: pending.
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