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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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fixed water not animating in red++
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@@ -0,0 +1,119 @@
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-- Driver: WHY is the terrain animation not moving?
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--
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-- Water and flowers animate by rewriting their slots in a private copy of
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-- the tileset atlas once per step. That chain has several links and every
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-- one of them fails quietly -- the mode just keeps drawing a still atlas.
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-- This walks the chain in the LIVE game and prints where it stops, for the
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-- palette mode currently active.
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--
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-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/voxel_water_probe.lua lovec .
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--
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-- knobs (env):
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-- WATER_MAP map id (default PALLET_TOWN)
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-- WATER_SPOT "x,y[,facing]" (default 5,6,down)
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-- WATER_MODE palette mode to force (default: leave as-is)
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-- WATER_LEVEL voxel rung (default 3)
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pipelines = require("src.render.Pipelines")
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local TileRenderer = require("src.render.TileRenderer")
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local PaletteFX = require("src.render.PaletteFX")
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local mapId = os.getenv("WATER_MAP") or "PALLET_TOWN"
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local level = math.floor(tonumber(os.getenv("WATER_LEVEL")) or 3)
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local sx, sy, facing = (os.getenv("WATER_SPOT") or "5,6,down")
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:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
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facing = (facing ~= "" and facing) or "down"
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local function say(...) print("[water] " .. string.format(...)) end
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if os.getenv("WATER_MODE") then PaletteFX.setMode(os.getenv("WATER_MODE")) end
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U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
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U.wait(20)
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Pipelines.setLevel("voxel", level)
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U.wait(30) -- outlast the camera tween
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local V = game.mods.exports["DRAMATIC_SHAPE"]
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V = V and V.lib
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if not V then return say("mod exports unreachable -- is it enabled?") end
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local TerrainAtlas = V.require("TerrainAtlas")
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local ow = game.overworld
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local map = ow and ow.map
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if not map then return say("no live map") end
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say("mode=%s (%s)", tostring(PaletteFX.mode),
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tostring(PaletteFX.modeLabel()))
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say("map=%s tileset=%s animation=%s", tostring(map.id),
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tostring(map.tileset.id), tostring(map.tileset.animation))
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-- 1. does the engine think this tileset animates at all?
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local specs = TileRenderer.defaultAnimatedTiles(map.tileset)
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say("engine animated specs: %d", specs and #specs or 0)
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if not specs or #specs == 0 then
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return say("STOP: this tileset declares no animated tiles")
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end
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-- 2. is the clock advancing? this is the seam the engine does not export
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local clock = TerrainAtlas._animFrame
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if not clock then return say("STOP: no clock accessor on TerrainAtlas") end
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local t0 = clock()
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U.wait(30)
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local t1 = clock()
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say("clock: %s -> %s (%s)", tostring(t0), tostring(t1),
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(t1 > t0) and "advancing" or "FROZEN")
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if t1 <= t0 then
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return say("STOP: the tile clock is not advancing -- animFrame seam lost")
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end
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-- 3. which pixel source is in play, and is an animated copy being made?
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local gbc = map.renderer and map.renderer.gbcAtlas
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say("renderer.gbcAtlas=%s renderer.data=%s",
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tostring(gbc and true or false),
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tostring(map.renderer and map.renderer.data ~= nil))
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if gbc then
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local groups = PaletteFX.worldGroupColors(map.renderer.data,
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map.tileset.id, map.id, nil)
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say("worldGroupColors: %s", groups and "present (CPU rebuild can run)"
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or "MISSING (CPU rebuild cannot run)")
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end
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local colors = nil
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local VoxelScene = V.require("VoxelScene")
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if VoxelScene._modeColors then
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colors = VoxelScene._modeColors(function(m)
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return PaletteFX.pal(game.data, ow:paletteNameFor(m or map))
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end, map)
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end
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say("colours for the bake: %s", colors and "present" or "nil (art as-is)")
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local img = TerrainAtlas.forMap(map, colors)
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local isCopy = img ~= nil and img ~= map.renderer.image
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say("forMap -> %s", img == nil and "NIL"
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or (isCopy and "an ANIMATED copy" or "the STATIC atlas (no animation)"))
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if not isCopy then
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return say("STOP: no animated copy -- the entry could not be built")
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end
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-- 4. does the copy actually change as the clock turns over?
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local seen, order = {}, {}
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for i = 1, 6 do
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local before = clock()
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U.wait(25) -- more than one 20-frame period
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local step = math.floor(clock() / 20) % 8
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if not seen[step] then seen[step] = true; order[#order + 1] = step end
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say(" sample %d: clock %s -> %s, water step %d",
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i, tostring(before), tostring(clock()), step)
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end
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say("distinct water steps seen: %d", #order)
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if #order <= 1 then
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say("STOP: the step is not turning over -- clock is moving but the")
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say(" period maths is not reaching a new step")
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else
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say("OK: the atlas is being repatched; if the WATER still looks still,")
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say(" the animated tiles are not in the terrain quads -- run")
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say(" voxel_anim_probe.lua, which dumps the atlas and counts where")
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say(" tile $14 ended up in the geometry")
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end
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end
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