Files
2026-08-02 22:42:46 -04:00

330 lines
11 KiB
Lua

-- Scratch driver: HORDE MODE, from the code to the card.
--
-- Enters the konami code the way a player does -- as Game Boy button
-- edges on the fixed step, which is the same path the pad, the touch
-- overlay and the VR controllers take -- then photographs the intro
-- banner, the darkened sky, the gun at the hip and down the sights, a
-- wave mid-chase, the muzzle flash, the reload, a run through a door with
-- the crowd behind, and the GAME OVER card. Finishes by pressing A and
-- checking that everything the mode changed came back.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/horde_shots.lua \
-- SHOT_DIR=.scratchpad/horde lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/horde")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[horde] DRAMATIC_SHAPE mod not loaded")
return love.event.quit()
end
local V = handle.lib
local Horde = V.require("Horde")
local Mobs = V.require("HordeMobs")
local Gun = V.require("HordeGun")
local FirstPerson = V.require("FirstPerson")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
local shots = 0
local function shot(name)
if U.shot(game, ("%s/%s.png"):format(ROOT, name)) then
shots = shots + 1
end
end
local function settle(frames)
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(frames or 30)
end
-- ------- the code, entered as edges
--
-- One button per fixed step, exactly as a device delivers them: the
-- driver writes the queue Input:step is about to drain, which is the
-- same array a keypress lands in.
--
-- Each one is RELEASED after. A synthetic inject has no source behind
-- it, so Input:step latches it held (see the branch there) and nothing
-- ever lets go -- which leaves all four directions down for the rest of
-- the run and the player walking into a wall forever. U.tap does the
-- same clear for the same reason.
local function pressCode()
local KONAMI = { "up", "up", "down", "down",
"left", "right", "left", "right", "b", "a" }
for _, btn in ipairs(KONAMI) do
table.insert(game.input.pressQueue, btn)
U.wait(2)
game.input.state[btn] = false
end
end
-- ------- before
U.teleport(game, "PALLET_TOWN", 13, 14, "down")
Pipelines.setLevel("voxel", 3) -- the 35-degree diorama
Pipelines.setLevel("tiltshift", 0)
settle(40)
local ow = game.stack:top()
local p = ow.player
local was = {
map = ow.map.id, cellX = p.cellX, cellY = p.cellY, facing = p.facing,
level = Pipelines.level("voxel"),
npcs = #ow.npcs,
}
shot("00_before")
print(("[horde] before: %s (%d,%d) rung %d, %d npcs")
:format(was.map, was.cellX, was.cellY, was.level, was.npcs))
-- ------- the code lands
pressCode()
U.wait(4)
print("[horde] active: " .. tostring(Horde.active)
.. " state: " .. tostring(Horde.state))
if not Horde.active then
print("[horde] the code did not take -- nothing else here can run")
return love.event.quit()
end
U.wait(20)
shot("01_darkness_approaches") -- the banner, over the darkening
-- and the same announcement at the zoom that used to run it off both
-- edges of the screen: it has to wrap (or shrink) rather than overflow
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 3
Zoom.applyOptions(game.save.options)
end)
Horde.banner("A DARKNESS APPROACHES", 2.6)
U.wait(30)
shot("01b_banner_zoomed")
pcall(function()
game.save.options.zoom = 0
Zoom.applyOptions(game.save.options)
end)
U.wait(10)
print(("[horde] rung is now %d (%s)"):format(Pipelines.level("voxel"),
Pipelines.levelLabel("voxel")))
-- the rung must be locked: the key, SELECT and the VR click all call the
-- one function this refuses through
local Game = require("src.core.Game")
Game.keypressed(game, "3")
print(("[horde] after pressing 3 the rung is %d -- locked: %s")
:format(Pipelines.level("voxel"),
tostring(Pipelines.level("voxel") == Voxel.FP_LEVEL)))
-- ------- the first wave
for _ = 1, 900 do
if Horde.state == "active" and #Horde.session.mobs >= 5 then break end
U.wait(1)
end
FirstPerson.yaw = math.pi -- look north up the street
U.wait(30)
shot("02_wave_hip")
print(("[horde] wave %d, %d mobs standing")
:format(Horde.session.wave, #Horde.session.mobs))
-- ------- START asks the way out
--
-- The same GB button the pad's START, the keyboard's ESCAPE and the
-- touch overlay all press, so this one tap covers every device except
-- the VR stick click (which calls the same Horde.askExit).
U.tap(game, "start")
U.wait(10)
local prompt = game.stack:top()
print(("[horde] START opened a prompt: %s (still active: %s)")
:format(tostring(prompt ~= game.overworld), tostring(Horde.active)))
shot("02b_exit_prompt")
-- NO, and back to the fight
U.tap(game, "b")
U.wait(10)
print(("[horde] answered NO: back on the overworld %s, active %s")
:format(tostring(game.stack:top() == game.overworld),
tostring(Horde.active)))
-- ------- the sights
Gun.setAds(true)
U.wait(20)
shot("03_ads")
Gun.setAds(false)
U.wait(14)
-- ------- the shot
--
-- Aimed deliberately at the nearest mob rather than fired into the
-- street: what is being checked is that the ray finds a body, that the
-- body dies, and that the kill is worth something.
local function aimAtNearest()
local best, bestD
for _, e in ipairs(Horde.session.mobs) do
local dx = (e.npc.px + 8) - (p.px + 8)
local dz = (e.npc.py + 8) - (p.py + 8)
local d = dx * dx + dz * dz
if not bestD or d < bestD then best, bestD = e, d end
end
if not best then return nil end
local dx = (best.npc.px + 8) - (p.px + 8)
local dz = (best.npc.py + 8) - (p.py + 8)
FirstPerson.yaw = math.atan2(dx, dz)
FirstPerson.pitch = 0
return best, math.sqrt(bestD)
end
local scoreWas, killsWas = Horde.session.score, Horde.session.kills
local target, range = aimAtNearest()
print(("[horde] aiming at a mob %s px away, yaw %.2f")
:format(range and ("%.0f"):format(range) or "?", FirstPerson.yaw))
U.wait(6)
Gun.fire()
U.wait(1)
shot("04_muzzle_flash")
-- a mob takes more than one round as the waves stack; keep firing at
-- whatever is nearest until something dies or the magazine is out
for _ = 1, 7 do
if Horde.session.kills > killsWas then break end
U.wait(16)
aimAtNearest()
Gun.fire()
end
U.wait(20)
print(("[horde] fired: ammo %d, score %d -> %d, kills %d -> %d")
:format(select(1, Gun.ammo()), scoreWas, Horde.session.score,
killsWas, Horde.session.kills))
-- ------- the reload, caught mid-dip
for _ = 1, 8 do
Gun.fire()
U.wait(12)
end
Gun.reload()
U.wait(45)
shot("05_reloading")
print("[horde] reloading: " .. tostring(select(3, Gun.ammo())))
for _ = 1, 200 do
if not select(3, Gun.ammo()) then break end
U.wait(1)
end
print(("[horde] reloaded to %d"):format(select(1, Gun.ammo())))
-- ------- through a door, with the crowd behind
local before = #Horde.session.mobs
U.teleport(game, "REDS_HOUSE_1F", 3, 6, "down")
settle(60)
for _ = 1, 400 do
if #Horde.session.mobs > 0 then break end
U.wait(1)
end
U.wait(60)
shot("06_indoors_followed")
print(("[horde] indoors: %d mobs followed (was %d outside)")
:format(#Horde.session.mobs, before))
-- ------- the end
--
-- Drained rather than played out, so the driver finishes in seconds and
-- the card is photographed from the same path a real death takes.
Horde.session.hp = 1
Horde.session.hurtCooldown = 0
Horde.damage(50)
for _ = 1, 400 do
if Horde.state == "gameover" then break end
U.wait(1)
end
U.wait(40)
shot("07_game_over")
print(("[horde] game over at score %d, wave %d, %d kills")
:format(Horde.session and Horde.session.score or -1,
Horde.session and Horde.session.wave or -1,
Horde.session and Horde.session.kills or -1))
-- ------- and back
U.tap(game, "a")
for _ = 1, 600 do
if not Horde.active and not game.stack:top().transitioning then break end
U.wait(1)
end
settle(60)
local now = game.stack:top()
local np = now.player
print(("[horde] restored: %s (%d,%d) facing %s, rung %d, %d npcs")
:format(now.map.id, np.cellX, np.cellY, np.facing,
Pipelines.level("voxel"), #now.npcs))
print(("[horde] matches start: map %s cell %s facing %s rung %s npcs %s")
:format(tostring(now.map.id == was.map),
tostring(np.cellX == was.cellX and np.cellY == was.cellY),
tostring(np.facing == was.facing),
tostring(Pipelines.level("voxel") == was.level),
tostring(#now.npcs == was.npcs)))
-- nothing of the mode may be left on any map
local left = 0
for _, def in pairs(game.data.maps) do
for _, obj in ipairs(def.objects or {}) do
if obj.hordeMob then left = left + 1 end
end
end
print(("[horde] horde objects left behind: %d"):format(left))
shot("08_after")
-- ------- and out the other door
--
-- The same restore, reached the other way: enter the code again and
-- leave through START -> YES rather than by dying. This is the path a
-- player who just wants their game back actually takes.
pressCode()
U.wait(6)
if not Horde.active then
print("[horde] second activation refused -- the exit path is untested")
print(("[horde] %d shots into %s"):format(shots, ROOT))
return love.event.quit()
end
for _ = 1, 400 do
if Horde.state == "active" then break end
U.wait(1)
end
U.tap(game, "start")
U.wait(10)
U.tap(game, "up") -- NO -> YES
U.wait(6)
shot("09_exit_yes")
U.tap(game, "a")
for _ = 1, 600 do
if not Horde.active and not game.stack:top().transitioning then break end
U.wait(1)
end
settle(60)
local out = game.stack:top()
local op = out.player
print(("[horde] exited via START/YES: active %s, %s (%d,%d) facing %s, rung %d")
:format(tostring(Horde.active), out.map.id, op.cellX, op.cellY,
op.facing, Pipelines.level("voxel")))
print(("[horde] matches start: map %s cell %s facing %s rung %s npcs %s")
:format(tostring(out.map.id == was.map),
tostring(op.cellX == was.cellX and op.cellY == was.cellY),
tostring(op.facing == was.facing),
tostring(Pipelines.level("voxel") == was.level),
tostring(#out.npcs == was.npcs)))
local left2 = 0
for _, def in pairs(game.data.maps) do
for _, obj in ipairs(def.objects or {}) do
if obj.hordeMob then left2 = left2 + 1 end
end
end
print(("[horde] horde objects left behind: %d"):format(left2))
print(("[horde] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end