mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 08:31:06 +02:00
fix regressions with freemove
This commit is contained in:
@@ -79,6 +79,19 @@
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### Fixed
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- **B now actually runs from capture mode -- and A throws, and L/R switch
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balls.** The capture session read its button presses on the RENDER clock,
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along with everything else it does per frame. Button edges do not survive
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there: the engine rebuilds the edge table once per fixed logic step and
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runs all of a frame's steps BEFORE the render-clock hooks, so any frame
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carrying more than one step had already thrown the press away before
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anything looked at it. That is not a rare race -- it is every press below
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60fps, which is exactly where a 3D battle lives, so these buttons were
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reliably dead on the machines that most needed them and fine on a 144Hz
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one. They are read on the logic step now, through the engine's own
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input.step seam, and taken rather than peeked so a press the capture used
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does not also page the message it just queued.
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- **The grass moves during a staged battle.** The wind is switched on around
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the free-roam pass's grass draws and off again after them, and the battle
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pass -- which draws the same tufts, on the same map, from its own camera --
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@@ -1228,6 +1228,16 @@ end
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function CatchThrow.buttons(g)
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if not (S and S.phase == "aim") then return end
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-- This runs on EVERY logic step for the whole session, so it has to be
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-- certain the fight it is aiming into is still the thing on screen. A
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-- session that outlived its battle -- a script tearing the fight down, a
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-- forced finish, an error between the throw and the sweep -- would
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-- otherwise sit in the overworld silently eating A, B and L/R out of the
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-- queue every step, which reads as "the buttons stopped working" and
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-- points nowhere near here.
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local b = S.battle
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if not b or b.result then return end
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if not (g and g.stack and g.stack:top() == b) then return end
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-- the same beat of deafness the drag has: the A that picked the ball out
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-- of the bag menu is still this step's edge, and must not become a throw
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if S.clock < 0.25 then return end
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@@ -6432,6 +6432,21 @@ end)()
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-- the row answers the mode, and OFF answers false
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T.eq(LetsGo.mode(), false, "LET'S GO defaults to OFF")
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-- The capture's buttons are read on the LOGIC STEP, through the engine's
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-- input.step seam, because edges do not survive the render clock (see
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-- CatchThrow.buttons). The hook calls it under pcall, so a rename would
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-- be swallowed silently and B would simply stop working -- which is
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-- exactly the failure it was written to fix. Assert the name exists, and
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-- that it is harmless with no session, since it runs every single step.
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do
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local CatchThrow = lib.require("CatchThrow")
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T.eq(type(CatchThrow.buttons), "function",
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"the capture reads its buttons on the logic step, by name")
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local q = { "a", "b" }
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CatchThrow.buttons({ input = { pressQueue = q } })
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T.eq(#q, 2, "and with no session in flight it takes nothing and does nothing")
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end
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-- ------- the scripted catch tutorials are none of LET'S GO's business
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--
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-- The VIRIDIAN CITY old man and Yellow's PROF.OAK / PIKACHU intro are
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@@ -0,0 +1,166 @@
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-- Probe: does WASD still walk CAMERA-RELATIVE on the 1ST/3RD rungs?
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--
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-- The regression report is "in first and third person the wasd keys now
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-- move in cardinal directions". Cardinal means the yaw is not being
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-- applied -- either FreeMove.tick is not the handler that ran (so the
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-- engine's grid walk did, which is cardinal by construction), or it ran
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-- and moveWorld got a yaw of zero.
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--
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-- So measure both: which handler took the frame, what the yaw was, and
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-- which way the player actually travelled for a held W.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/freemove_probe.lua \
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-- "/c/Program Files/LOVE/lovec.exe" .
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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 handle = game.mods.exports["DRAMATIC_SHAPE"]
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if not (handle and handle.lib) then
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U.log("DRAMATIC_SHAPE is not loaded")
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return love.event.quit()
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end
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local V = handle.lib
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local FirstPerson = V.require("FirstPerson")
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local FreeMove = V.require("FreeMove")
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local Voxel = V.require("VoxelState")
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local ChunkMesher = V.require("ChunkMesher")
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require("src.world.OverworldController").rollEncounter = function() return nil end
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-- FirstPerson captures the mouse only with WINDOW FOCUS, and a driver
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-- window never has it -- so without this the look reads as dead for a
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-- reason that has nothing to do with the code under test. Force the
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-- answer it gates on; setRelativeMode then arms and the relative-motion
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-- wrap claims the deltas exactly as it would for a player.
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love.window.hasFocus = function() return true end
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-- count which walk handler actually takes the frames
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local ticks = 0
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local innerTick = FreeMove.tick
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FreeMove.tick = function(...)
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ticks = ticks + 1
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return innerTick(...)
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end
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U.teleport(game, "ROUTE_1", 5, 8, "down")
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U.wait(60)
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local function settle()
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for _ = 1, 900 do
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if ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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for _ = 1, 300 do
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if FirstPerson.blend >= 1 and Voxel.ready then break end
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U.wait(1)
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end
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U.wait(30)
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end
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-- W is the UP button; the B button's key is "x" (see Input's
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-- DEFAULT_BINDINGS -- the driver must press KEYS, not button names, to
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-- exercise the real path)
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local function holdKey(k, frames)
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love.keypressed(k, k, false)
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U.wait(frames)
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love.keyreleased(k, k)
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U.wait(4)
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end
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for _, rung in ipairs({ { "1ST", Voxel.FP_LEVEL }, { "3RD", Voxel.TP_LEVEL } }) do
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Pipelines.setLevel("voxel", rung[2])
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settle()
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-- face EAST: yaw is the free-roam look, and a camera-relative W must
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-- then walk +X. A cardinal W walks -Y (north) whatever the camera does.
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FirstPerson.yaw = math.pi / 2
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U.wait(10)
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local ow = game.stack:top()
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local p = ow and ow.player
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if not p then U.log(rung[1] .. ": no player") break end
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local x0, y0 = p.px, p.py
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ticks = 0
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holdKey("w", 40)
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local dx, dy = p.px - x0, p.py - y0
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U.log(("%s: driving=%s freeMove ticks=%d yaw=%.2f W moved dx=%.1f dy=%.1f")
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:format(rung[1], tostring(FirstPerson.driving()), ticks,
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FirstPerson.yaw, dx, dy))
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local wx, wz = FirstPerson.moveWorld(0, 1)
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U.log(("%s: moveWorld(0,1) = %.2f,%.2f (want a mostly-X vector at this yaw)")
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:format(rung[1], wx, wz))
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-- ------- and does the LOOK still turn?
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--
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-- A yaw that never moves is the same symptom from the player's seat:
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-- it stays at the cardinal angle the rung was entered on (FACING_ANGLE
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-- is one of four compass points), so W walks due north for ever and
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-- "wasd moves in cardinal directions" is exactly what it feels like.
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-- The capture mode's pointer wraps are installed OUTSIDE FirstPerson's,
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-- so this is the path that could have regressed.
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-- FirstPerson only claims relative motion while it has CAPTURED the
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-- mouse, and it captures only with window focus. A driver window that
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-- never got focus would show a dead look for a reason that has nothing
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-- to do with the code -- so record the discriminator rather than read
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-- a zero and blame the wrap.
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local okF, focus = pcall(function() return love.window.hasFocus() end)
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local okR, rel = pcall(function() return love.mouse.getRelativeMode() end)
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U.log(("%s: engaged=%s focus=%s relativeMode=%s")
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:format(rung[1], tostring(FirstPerson.engaged()),
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okF and tostring(focus) or "?",
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okR and tostring(rel) or "?"))
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local before = FirstPerson.yaw
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for _ = 1, 10 do
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love.mousemoved(400, 300, 12, 0, false)
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U.wait(1)
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end
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U.wait(4)
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U.log(("%s: mouse look -- yaw %.3f -> %.3f (delta %.3f)%s")
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:format(rung[1], before, FirstPerson.yaw, FirstPerson.yaw - before,
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math.abs(FirstPerson.yaw - before) < 1e-6
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and " <-- THE LOOK IS DEAD" or ""))
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end
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-- ------- and now the way a PLAYER gets there: the "3" hotkey
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--
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-- Pipelines.setLevel above is the driver's shortcut. A player cycles the
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-- rung with 3, which goes through the mod's own cycleVoxel. If that
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-- leaves Voxel.level disagreeing with the pipeline's level, the camera
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-- can be first-person while FreeMove.engaged() says no -- and then the
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-- ENGINE's grid handler takes the frame, which walks cardinally. That is
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-- the reported symptom exactly, so it is worth entering the rung the
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-- same way the report did.
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Pipelines.setLevel("voxel", 0)
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U.wait(20)
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for i = 1, 8 do
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love.keypressed("3", "3", false)
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U.wait(3)
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love.keyreleased("3", "3")
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U.wait(12)
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local lvl = Pipelines.level("voxel")
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U.log(("hotkey 3 x%d -> pipeline level=%s Voxel.level=%s freeCam=%s "
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.. "engaged=%s driving=%s")
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:format(i, tostring(lvl), tostring(Voxel.level),
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tostring(Voxel.isFreeCam(Voxel.level)),
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tostring(FirstPerson.engaged()),
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tostring(FirstPerson.driving())))
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if Voxel.isFreeCam(Voxel.level) then
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settle()
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local ow = game.stack:top()
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local p = ow and ow.player
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FirstPerson.yaw = math.pi / 2
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U.wait(6)
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local yaw0 = FirstPerson.yaw
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local x0, y0 = p.px, p.py
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ticks = 0
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holdKey("w", 30)
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U.log((" walked from the HOTKEY rung: ticks=%d yaw=%.2f dx=%.1f dy=%.1f%s")
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:format(ticks, yaw0, p.px - x0, p.py - y0,
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ticks == 0 and " <-- ENGINE GRID WALK (cardinal)" or ""))
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end
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end
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FreeMove.tick = innerTick
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U.log("done")
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end
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+95
-10
@@ -67,7 +67,13 @@ return function(game)
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-- this driver has to be able to see (button edges read on the render
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-- clock instead of the logic step) lives between love.keypressed and
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-- whoever polls the edge, so a driver that writes the queue itself
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-- jumps straight over it. "b" is the default binding for the B button.
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-- jumps straight over it.
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--
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-- The B BUTTON's keyboard binding is "x" (or backspace) -- Input's
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-- DEFAULT_BINDINGS. The `b = "b"` next to it is the GAMEPAD table, so a
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-- driver that presses the "b" KEY presses nothing at all and reports a
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-- dead button whatever the code does.
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local B_KEY = "x"
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local function key(name)
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love.keypressed(name, name, false)
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U.wait(2)
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@@ -90,6 +96,20 @@ return function(game)
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U.wait(30)
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end
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-- Tap the fight all the way off the stack before the next case starts.
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-- Cases that merely tapped A a fixed number of times left the previous
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-- battle (and its session) alive whenever an outcome ran long, and the
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-- next case then measured the leftover -- which reads as that case
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-- failing, at a spot nowhere near the cause.
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local function closeOut(battle)
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for _ = 1, 400 do
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if not CatchThrow.session() and game.stack:top() ~= battle then break end
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U.tap(game, "a")
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U.wait(4)
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end
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U.wait(40)
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end
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local function describe(tag, battle)
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local s = CatchThrow.session()
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U.log(("%s: session=%s empty=%s phase=%s battle=%s veil=%s hidePlayer=%s")
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@@ -116,7 +136,7 @@ return function(game)
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U.shot(game, DIR .. "/empty_1_aim.png")
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-- and B is the way out: a Let's Go wild always escapes
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key("b")
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key(B_KEY)
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for _ = 1, 120 do
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U.wait(2)
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if a.result then break end
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@@ -126,8 +146,7 @@ return function(game)
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-- the session and the held camera are swept by battle.ended, which is the
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-- teardown BELOW this, not the moment `result` is written -- so the sweep
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-- is only worth asserting once the battle has actually left the stack
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for _ = 1, 40 do U.tap(game, "a"); U.wait(4) end
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U.wait(60)
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closeOut(a)
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U.log(("A: after teardown -- session=%s veil=%s (want gone/down)")
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:format(CatchThrow.session() and "still up" or "gone",
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BattleScene.capture and "still up" or "down"))
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@@ -139,6 +158,13 @@ return function(game)
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U.log("== B: FULL with " .. ballCount() .. " ball")
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local b = BattleState.newWild(game, "PIDGEY", 5)
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b.onFinish = function() end
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-- The outcome under test is what happens when the LAST ball MISSES, so
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-- the roll must not be left to chance: a run where the Pidgey happened
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-- to be caught used to cascade into every later case (the session lived
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-- on into its epilogue, and C and D then measured that leftover instead
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-- of their own). Forced failure, three shakes -- the roll is the
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-- engine's business and is covered elsewhere.
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b.catchAttempt = function() return false, 3 end
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game.overworld:pushBattle(b)
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toCapture(b)
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describe("B", b)
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@@ -186,15 +212,14 @@ return function(game)
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(sb and ("still holding " .. tostring(sb.ballId)))
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or "SESSION GONE"))
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U.shot(game, DIR .. "/empty_2_ranout.png")
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key("b")
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key(B_KEY)
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for _ = 1, 120 do
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U.wait(2)
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if b.result then break end
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U.tap(game, "a")
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end
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U.log("B: after B -- result=" .. tostring(b.result) .. " (want run)")
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for _ = 1, 40 do U.tap(game, "a"); U.wait(4) end
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U.wait(60)
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closeOut(b)
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-- ------- C: the scripted tutorial, untouched
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@@ -256,7 +281,68 @@ return function(game)
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toCapture(d)
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local sd = describe("D" .. speed, d)
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if sd and not sd.empty then
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key("b")
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-- where does the key actually get to? Each stage of the chain, so a
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-- dead B is attributed rather than guessed at
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local top = game.stack and game.stack:top()
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U.log(("D%dX probe: top=%s onKeyPressed=%s fullWild=%s declinable=%s")
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:format(speed, tostring(top and top.screenId or "?"),
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tostring(top and top.onKeyPressed ~= nil),
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tostring(sd.fullWild), tostring(sd.declinable)))
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-- ------- the counter-factual, measured rather than argued
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--
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-- How many times an edge would have been visible to a poll on the
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-- RENDER clock -- where these reads used to live. Measured on UP
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-- rather than B: the fix TAKES B out of the queue, so B never
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-- reaches `pressed` any more and would read as a false zero. UP is
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-- untouched by everything while the battle is parked, and the
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-- question is about step-vs-frame ordering, not about which button.
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local onFrame, onStep = 0, 0
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local innerU = CatchThrow.update
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CatchThrow.update = function(dt)
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if game.input.wasPressed and game.input:wasPressed("up") then
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onFrame = onFrame + 1
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end
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return innerU(dt)
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end
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local innerB0 = CatchThrow.buttons
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CatchThrow.buttons = function(g)
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local q = g and g.input and g.input.pressQueue
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if q then
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for i = 1, #q do if q[i] == "up" then onStep = onStep + 1 end end
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end
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return innerB0(g)
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end
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love.keypressed("up", "up", false)
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U.wait(2)
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love.keyreleased("up", "up")
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U.wait(2)
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CatchThrow.buttons = innerB0
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CatchThrow.update = innerU
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U.log(("D%dX counter-factual: one UP press -- the logic step saw it "
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.. "%d time(s), the RENDER clock %d time(s)%s")
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:format(speed, onStep, onFrame,
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onFrame == 0 and " <-- a frame poll misses it entirely"
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or ""))
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local seen = 0
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local innerB = CatchThrow.buttons
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CatchThrow.buttons = function(g)
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local q = g and g.input and g.input.pressQueue
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if q and #q > 0 then
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seen = seen + 1
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U.log("D probe: buttons saw queue [" .. table.concat(q, ",") .. "]")
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end
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return innerB(g)
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end
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love.keypressed(B_KEY, B_KEY, false)
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U.log(("D probe: right after keypressed -- queue=[%s] state.b=%s")
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:format(table.concat(game.input.pressQueue, ","),
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tostring(game.input.state.b)))
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U.wait(2)
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love.keyreleased(B_KEY, B_KEY)
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U.wait(2)
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CatchThrow.buttons = innerB
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U.log("D probe: buttons saw a non-empty queue " .. seen .. " time(s)")
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local ran = false
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for _ = 1, 60 do
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U.wait(2)
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@@ -274,8 +360,7 @@ return function(game)
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pcall(CatchThrow.onBattleEnded)
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d.result, d.phase, d.afterQueue = "run", "messages", "finish"
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end
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for _ = 1, 80 do U.tap(game, "a"); U.wait(4) end
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U.wait(60)
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closeOut(d)
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game.speedOverride = nil
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end
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U.log("done -- " .. DIR)
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Reference in New Issue
Block a user