mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 07:10:51 +02:00
623 lines
22 KiB
Lua
623 lines
22 KiB
Lua
-- STADIUM battles: every Pokemon, every animation, every frame.
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--
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-- luajit mods/DramaticShapeVoxelMod/tests/stadium_anim_qa.lua \
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-- [--packs=DIR] [--dex=N[,N...]] [--step=0.5] [--quiet]
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--
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-- Run from the PROJECT ROOT.
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--
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-- ------- what this is for
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--
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-- A battle asks a species for one of its animations and then poses, skins,
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-- re-textures and draws it sixty times a second. Nothing in that chain is
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-- exercised by the pack probe, which reads the format and walks a bind pose,
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-- and nothing in it is exercised by the shot drivers, which show one species
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-- in one animation at a time. So the failures that only some species have --
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-- a texture index nothing maps, an animation that throws a bone into orbit,
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-- a track that indexes off its own end -- have had no way of being found
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-- except by a player calling that Pokemon out.
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--
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-- This is that sweep, headless: the REAL StadiumPack, the REAL StadiumRig
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-- and the REAL StadiumMon over stubs for the three things a graphics context
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-- provides (a mesh, an image, the draw call). Every species, every animation
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-- it carries, every frame of it, plus the battle state machine over every
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-- one of the 165 move slots.
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--
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-- ------- the stubs are not lenient
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--
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-- The fake mesh and the fake image behave like LOVE's do in the one way that
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-- matters: an object that has been released THROWS when it is used, with
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-- LOVE's own message. That is deliberate -- a released texture reaching a
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-- draw call is a real failure mode of this mode (see the LRU note in
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-- StadiumPack), and a stub that quietly accepted one would hide exactly the
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-- class of bug this sweep exists to find.
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local args = {}
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local only = nil
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for _, a in ipairs({ ... }) do
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local k, v = a:match("^%-%-([%w_]+)=(.*)$")
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if k then args[k] = v elseif a == "--quiet" then args.quiet = "1" end
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end
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if args.dex then
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only = {}
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for n in args.dex:gmatch("%d+") do only[#only + 1] = tonumber(n) end
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end
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local MOD = "mods/DramaticShapeVoxelMod"
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-- Where the .dsm packs are. The mod builds them into LOVE's save directory
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-- on first run (StadiumInstall), which is where a developer machine actually
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-- has them; a checkout that has run tools/stadium_pack.py has them in the
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-- mod instead. Both are tried, and --packs overrides.
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local PACK_DIRS = {}
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local function lookIn(dir)
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if dir and dir ~= "" then PACK_DIRS[#PACK_DIRS + 1] = dir end
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end
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lookIn(args.packs)
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lookIn(os.getenv("APPDATA")
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and os.getenv("APPDATA") .. "/LOVE/pokemon-love2d/dramatic_shape/stadium")
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lookIn(os.getenv("HOME")
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and os.getenv("HOME")
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.. "/.local/share/love/pokemon-love2d/dramatic_shape/stadium")
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lookIn(MOD .. "/assets/stadium")
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-- How far apart the sampled frames are, in the animation's own 30 Hz frames.
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-- A half frame rather than a whole one because the rig INTERPOLATES between
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-- entries, and the blend has guards of its own that only run when k > 0 --
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-- sampling on whole frames alone would never execute them.
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local STEP = tonumber(args.step or "0.5")
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-- How much taller than its own bind pose a posed model may stand before it
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-- is called broken. Generous on purpose: a Pokemon that rears up, a wing
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-- that opens, a Gyarados that lunges are all genuinely several times their
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-- standing height. What this catches is the other thing -- a bone thrown
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-- hundreds of units off the body, which comes out in the dozens.
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local EXPLODE = 6.0
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-- The texture index of a primitive the source says has no texture. The pack
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-- stores indices one-based, so the packer's 0xFFFF sentinel arrives as this.
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local UNTEXTURED = 0xFFFF + 1
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-- species -> true, for the ones that carry such a primitive. Counted rather
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-- than reported (see the texture check).
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local untextured = {}
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-- species the rig refuses to anchor because their own standby loop says the
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-- body estimate cannot be trusted (StadiumRig.ANCHOR_STEADY)
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local unanchored = {}
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-- How far the mode lets an animation carry the Pokemon off its tile, in body
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-- heights. Read from StadiumMon rather than repeated, so the sweep cannot go
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-- on passing against a number the mode has since changed.
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local TRAVEL = nil
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-- ------- the harness
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local packDir = nil
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for _, dir in ipairs(PACK_DIRS) do
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if dir and dir ~= "" then
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local fp = io.open(dir .. "/001.dsm", "rb")
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if fp then fp:close() packDir = dir break end
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end
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end
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if not packDir then
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print("no .dsm packs found -- pass --packs=DIR")
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print("looked in:")
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for _, dir in ipairs(PACK_DIRS) do
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if dir and dir ~= "" then print(" " .. dir) end
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end
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os.exit(1)
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end
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local function readFile(path)
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local fp = io.open(path, "rb")
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if not fp then return nil end
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local bytes = fp:read("*a")
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fp:close()
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return bytes
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end
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-- ------- the three things a graphics context provides
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--
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-- A released object throws, exactly as LOVE's does. See the header.
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local RELEASED = "Cannot use object after it has been released."
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local function checkLive(obj)
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if obj and obj.released then error(RELEASED, 0) end
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end
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local function newFakeImage(w, h)
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local img = { w = w, h = h, released = false }
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function img:setFilter() checkLive(self) end
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function img:setWrap() checkLive(self) end
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function img:release() self.released = true return true end
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function img:type() return "Image" end
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return img
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end
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local function newFakeMesh(format, rows)
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local mesh = { released = false, verts = rows }
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function mesh:setVertexMap() checkLive(self) end
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function mesh:setVertices(v) checkLive(self) self.verts = v end
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function mesh:setTexture(t) checkLive(self) checkLive(t) self.tex = t end
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function mesh:release() self.released = true return true end
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function mesh:type() return "Mesh" end
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return mesh
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end
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love = {
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filesystem = {
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getInfo = function(rel)
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-- the mod asks for "dramatic_shape/stadium/NNN.dsm" relative to the
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-- save directory; the sweep serves that out of packDir
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local name = rel:match("([^/]+)$")
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local fp = io.open(packDir .. "/" .. name, "rb")
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if not fp then return nil end
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fp:close()
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return { type = "file" }
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end,
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read = function(rel)
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local name = rel:match("([^/]+)$")
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return readFile(packDir .. "/" .. name)
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end,
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},
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graphics = {
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newMesh = function(format, rows, mode, usage) return newFakeMesh(format, rows) end,
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newImage = function(data) return newFakeImage(data.w, data.h) end,
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},
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image = {
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newImageData = function(w, h, fmt, bytes) return { w = w, h = h } end,
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},
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}
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local V = {}
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local modules = {}
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V.mod = {
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log = {
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warn = function(_, fmt, ...) print("[warn] " .. fmt:format(...)) end,
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info = function(_, fmt, ...) print("[info] " .. fmt:format(...)) end,
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},
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read = function(_, rel) return readFile(MOD .. "/" .. rel) end,
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}
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function V.require(name)
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if modules[name] then return modules[name] end
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local chunk = assert(loadfile(MOD .. "/lib/" .. name .. ".lua"))
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modules[name] = chunk(V)
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return modules[name]
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end
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-- Voxel3D, to the extent the rig touches it. `draw` mirrors the real one's
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-- first act -- binding the texture to the mesh -- because that is the line a
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-- released texture dies on (Voxel3D.draw), and the whole point of the stub
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-- is that it dies there here too.
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local drawn, skipped = 0, 0
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modules.Voxel3D = {
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FORMAT = {},
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seams = function() end,
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glass = function() end,
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blend = function() end,
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draw = function(mesh, texture, model, pull, sunModel)
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if not mesh then return end
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if texture then mesh:setTexture(texture) end
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drawn = drawn + 1
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end,
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}
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-- the shadow pass, same shape
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local shadowMap = { draw = function(mesh, texture, model)
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if texture then mesh:setTexture(texture) end
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end }
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local Pack = V.require("StadiumPack")
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local Rig = V.require("StadiumRig")
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local Mon = V.require("StadiumMon")
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TRAVEL = Mon.TRAVEL
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-- ------- findings
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local findings = {} -- kind -> { {dex=, anim=, frame=, detail=} ... }
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local kinds = {} -- kind order, first seen first
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local function report(kind, dex, anim, frame, detail)
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if not findings[kind] then
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findings[kind] = {}
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kinds[#kinds + 1] = kind
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end
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local list = findings[kind]
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list[#list + 1] = { dex = dex, anim = anim, frame = frame, detail = detail }
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end
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-- ------- one animation, frame by frame
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-- Where the BODY of a posed rig is: the bone origins averaged, weighted by
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-- how many vertices each bone moves.
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--
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-- The same QUANTITY StadiumRig.anchor corrects, written out a second time
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-- rather than called: a check that shared the code it is checking would agree
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-- with it by construction. It must be the same quantity, though -- an earlier
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-- version of this measured the MEDIAN instead, and reported 27,965 findings
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-- purely because it was asking a different question than the anchor answers.
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local function bodyCentreOf(rig)
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local m = rig.model
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local w, total = m.qaWeights, m.qaWeightTotal
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if not w then
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w, total = {}, 0
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for b = 1, m.boneCount do w[b] = 0 end
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for _, prim in ipairs(m.prims) do
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for k = 1, prim.vertCount do
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local b = prim.bone[k]
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if w[b] then w[b] = w[b] + 1; total = total + 1 end
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end
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end
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m.qaWeights, m.qaWeightTotal = w, total
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end
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if not (total > 0) then return 0, 0, 0 end
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local x, y, z, d = 0, 0, 0, rig.drawM
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for b = 1, m.boneCount do
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local q = w[b]
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if q > 0 then
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local o = (b - 1) * 12
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x = x + d[o + 4] * q
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y = y + d[o + 8] * q
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z = z + d[o + 12] * q
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end
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end
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return x / total, y / total, z / total
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end
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local function bboxOf(rig)
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local lo, hi = math.huge, -math.huge
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local bad = false
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for _, part in ipairs(rig.parts) do
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local rows = part.rows
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for k = 1, part.prim.vertCount do
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local row = rows[k]
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local x, y, z = row[1], row[2], row[3]
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-- NaN is the only value not equal to itself; infinity survives that
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-- test and has to be asked about separately
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if x ~= x or y ~= y or z ~= z
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or x == math.huge or x == -math.huge
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or y == math.huge or y == -math.huge
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or z == math.huge or z == -math.huge then
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bad = true
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else
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if y < lo then lo = y end
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if y > hi then hi = y end
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end
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end
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end
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if lo > hi then return 0, bad end
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return hi - lo, bad
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end
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-- A species' worth of work. Returns the number of frames stepped.
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local function sweepSpecies(dex)
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local model = Pack.load(dex)
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if not model then
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-- say WHY, or a sweep that ran out of file handles reads as 108 broken
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-- Pokemon
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local _, err = io.open(("%s/%03d.dsm"):format(packDir, dex), "rb")
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report("pack did not load", dex, nil, nil,
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("StadiumPack.load returned nil (io.open says: %s)")
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:format(tostring(err)))
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return 0
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end
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local rig = Rig.new(model)
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if not rig then
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report("rig would not build", dex, nil, nil,
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("%d prims, %d bones"):format(model.primCount, model.boneCount))
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return 0
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end
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-- the bind pose, as the yardstick every posed frame is measured against
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rig:measureBind()
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rig:pose(nil, 0, false)
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rig:skin(0)
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local bind = bboxOf(rig)
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if not (bind > 0) then bind = 1 end
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-- and where the bind pose puts the BODY, for the travel check below. The
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-- tracks are in raw units, before the model_root scale model.height is
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-- measured after.
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if model.anchorOk == false then unanchored[dex] = true end
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local bcx, bcy, bcz = bodyCentreOf(rig)
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local rawHeight = (model.height or 0)
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/ ((model.rootScale or 0) > 0 and model.rootScale or 1)
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if not (rawHeight > 0) then rawHeight = 1 end
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local steps = 0
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for index, anim in ipairs(model.anims) do
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local name = anim.name or ("#" .. index)
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local frames = anim.frames or 1
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if frames < 1 then
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report("animation has no frames", dex, name, nil,
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("frames=%d"):format(frames))
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end
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-- the loop start has to be inside the animation or the wrap arithmetic
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-- lands outside the track arrays
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local loop = anim.loopStart or 0
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if loop < 0 or loop >= frames then
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report("loopStart out of range", dex, name, nil,
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("loopStart=%d of %d frames"):format(loop, frames))
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end
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if anim.aux and not (model.auxAnims and model.auxAnims[anim.aux]) then
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report("aux animation missing", dex, name, nil,
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("anim.aux=%s, %d aux animations")
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:format(tostring(anim.aux), model.auxCount or 0))
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end
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-- Both ways round: a standby loop WRAPS at the far end and a faint HOLDS
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-- on its last frame, and the two take different branches of the pose
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-- walk. Sampled a little past the end on purpose -- that is where a
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-- battle actually leaves them.
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for _, wrap in ipairs({ true, false }) do
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local f = 0
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while f < frames + 2 do
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local ok, err = pcall(function()
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rig:pose(index, f, wrap)
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rig:skin(0.5)
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rig:textures(anim.aux)
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rig:draw({ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }, 0)
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end)
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steps = steps + 1
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if not ok then
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report("threw while playing", dex, name, f, tostring(err))
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break
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end
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-- ------- does it stay on its tile?
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--
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-- Stadium's animations were authored for a camera that FOLLOWED the
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-- Pokemon around a stage; this mode's camera is solved to hold two
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-- fixed map cells and does not move. So an animation that walks the
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-- body several of its own heights away does not look dramatic here,
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-- it looks like the Pokemon is missing -- which is what sending out
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-- a Farfetch'd did for three and a half seconds.
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--
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-- StadiumRig.anchor takes the excess back out, and this is the check
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-- that it did: measured AFTER the anchor, the same way the mode
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-- draws it, so what is reported is what a player would actually see.
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rig:anchor(TRAVEL)
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local cx, cy, cz = bodyCentreOf(rig)
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local drift = (((cx - bcx) ^ 2 + (cy - bcy) ^ 2 + (cz - bcz) ^ 2) ^ 0.5)
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/ rawHeight
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-- a species the rig has judged unmeasurable is deliberately NOT
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-- anchored (StadiumRig.measureBind), so of course it still travels --
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-- reporting that would be reporting a decision as a defect
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if model.anchorOk ~= false and drift > TRAVEL * 1.05 then
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report("animation walks the Pokemon off its tile", dex, name, f,
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("body centre %.1f body-heights from where it started")
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:format(drift))
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end
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local h, bad = bboxOf(rig)
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if bad then
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report("posed vertex is NaN or infinite", dex, name, f, "")
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elseif h > bind * EXPLODE then
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report("pose flies apart", dex, name, f,
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("%.0f units tall against a %.0f-unit bind pose (%.1fx)")
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:format(h, bind, h / bind))
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end
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-- Every piece of the Pokemon has to have a texture to be drawn with,
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-- and one that resolves to nothing is a limb that is simply not
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-- there -- EXCEPT where the source says it has none.
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--
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-- StadiumPack stores the texture index one-based (`u16 + 1`), so the
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-- packer's 0xFFFF "this primitive is untextured" sentinel arrives
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-- here as 65536. That is 39 primitives across 37 species, 1.6% of the
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-- set's vertices, and every one of them has all-zero UVs -- they are
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-- flat-shaded geometry in the original, not a texture that went
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-- missing. Reported as a finding they were 104,728 lines of noise
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-- (one per prim per sampled frame) burying two real bugs.
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--
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-- Counted rather than dropped: "how much of this set is untextured"
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-- is worth knowing, and a number that suddenly moves is worth seeing.
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for i, part in ipairs(rig.parts) do
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if not part.texture then
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if part.prim.tex == UNTEXTURED then
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untextured[dex] = true
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else
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report("part has no texture", dex, name, f,
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("prim %d wants texture %s of %d")
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:format(i, tostring(part.prim.tex), model.texCount or 0))
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end
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end
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end
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f = f + STEP
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end
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end
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end
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-- ------- and the same species as a BATTLE drives it
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--
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-- The sweep above plays the animations; this plays the STATE MACHINE, which
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-- is what a fight actually touches: the context slots behind idle, the
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-- entrance, the two reactions and the collapse, and then all 165 move slots
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-- -- because a move's animation is looked up by move id in a table the
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-- species carries, and an index in that table that points nowhere is a
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-- crash on the frame that move is used.
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local mon = Mon.new("player")
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mon.rig, mon.model, mon.species = rig, model, dex
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mon.state, mon.anim, mon.time = nil, nil, 0
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for _, state in ipairs({ "idle", "entrance", "attack", "faint" }) do
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local ok, err = pcall(function()
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mon:play(state)
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-- a whole second of it at 60 Hz, which is what the fight does
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for _ = 1, 60 do
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mon:update(1 / 60)
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mon:build()
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end
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end)
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if not ok then
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report("threw while playing", dex, state, nil, tostring(err))
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end
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end
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for moveIndex = 1, Pack.N_MOVES do
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local slot = model.moveAnim[moveIndex]
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if slot and slot ~= Pack.NONE then
|
|
if not model.anims[slot + 1] then
|
|
report("move points at an animation that is not there", dex,
|
|
("move %d"):format(moveIndex), nil,
|
|
("anim index %d of %d"):format(slot + 1, model.animCount or 0))
|
|
else
|
|
local aux = model.moveAux[moveIndex]
|
|
if aux and aux >= 0 and not (model.auxAnims and model.auxAnims[aux + 1]) then
|
|
report("move points at an aux that is not there", dex,
|
|
("move %d"):format(moveIndex), nil,
|
|
("aux index %d of %d"):format(aux + 1, model.auxCount or 0))
|
|
end
|
|
local ok, err = pcall(function()
|
|
mon:attack(moveIndex)
|
|
for _ = 1, 30 do
|
|
mon:update(1 / 60)
|
|
mon:build()
|
|
end
|
|
end)
|
|
if not ok then
|
|
report("threw while playing", dex, ("move %d"):format(moveIndex),
|
|
nil, tostring(err))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
rig:release()
|
|
return steps
|
|
end
|
|
|
|
-- ------- the sweep
|
|
|
|
local list = only
|
|
if not list then
|
|
list = {}
|
|
for dex = 1, 151 do list[dex] = dex end
|
|
end
|
|
|
|
local started = os.clock()
|
|
local steps = 0
|
|
local staticPose = {}
|
|
for _, dex in ipairs(list) do
|
|
local m = Pack.load(dex)
|
|
-- SKIPPED, not swept. The packer measures each species' standby loop
|
|
-- against its own bind pose and flags the ones whose animation data is
|
|
-- corrupt at source, and StadiumMon declines those outright -- they stand
|
|
-- as flat battle pics and no frame of them is ever posed in a game. Sweeping
|
|
-- them anyway produced 356 of the 362 "pose flies apart" findings, which is
|
|
-- a report that is mostly about Pokemon this mode does not draw.
|
|
if m and m.staticPose then
|
|
staticPose[#staticPose + 1] = dex
|
|
else
|
|
local ok, err = pcall(function() steps = steps + sweepSpecies(dex) end)
|
|
if not ok then
|
|
report("the sweep itself threw", dex, nil, nil, tostring(err))
|
|
end
|
|
end
|
|
if not args.quiet and dex % 10 == 0 then
|
|
io.write((" ... %d/%d %.0f MB\n")
|
|
:format(dex, #list, collectgarbage("count") / 1024))
|
|
io.flush()
|
|
end
|
|
end
|
|
|
|
-- ------- the LRU, which is the one failure a frame sweep cannot reach
|
|
--
|
|
-- A model is evicted by SPECIES COUNT, not by whether anything is still
|
|
-- standing on it -- so a battle that has seen five species while two of them
|
|
-- are on the field releases the textures of a Pokemon that is still being
|
|
-- drawn. That is not something playing one species' animations can produce;
|
|
-- it takes a sixth load. Reproduced here directly.
|
|
local function sweepEviction()
|
|
local held = {}
|
|
-- two Pokemon out, as a battle has
|
|
for _, dex in ipairs({ 1, 4 }) do
|
|
local model = Pack.load(dex)
|
|
local rig = model and Rig.new(model)
|
|
if rig then held[#held + 1] = { dex = dex, model = model, rig = rig } end
|
|
end
|
|
if #held < 2 then return end
|
|
for _, h in ipairs(held) do
|
|
h.rig:pose(1, 0, true)
|
|
h.rig:skin(0)
|
|
h.rig:textures(nil)
|
|
end
|
|
-- and then the fight sees more species than the cache keeps
|
|
for _, dex in ipairs({ 7, 10, 13, 16, 19, 25 }) do Pack.load(dex) end
|
|
for _, h in ipairs(held) do
|
|
local ok, err = pcall(function()
|
|
h.rig:textures(nil)
|
|
h.rig:draw({ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }, 0)
|
|
end)
|
|
if not ok then
|
|
report("threw after the pack cache evicted a model still on the field",
|
|
h.dex, "idle", nil, tostring(err))
|
|
end
|
|
end
|
|
for _, h in ipairs(held) do h.rig:release() end
|
|
end
|
|
sweepEviction()
|
|
|
|
local elapsed = os.clock() - started
|
|
|
|
-- ------- what it found
|
|
|
|
print("")
|
|
print(("stadium animation QA: %d species, %d posed frames, %.1fs")
|
|
:format(#list, steps, elapsed))
|
|
print(("packs: %s"):format(packDir))
|
|
local nUntextured = 0
|
|
for _ in pairs(untextured) do nUntextured = nUntextured + 1 end
|
|
if nUntextured > 0 then
|
|
print(("species with flat-shaded (untextured) primitives: %d -- expected, "
|
|
.. "the source has no texture for those"):format(nUntextured))
|
|
end
|
|
local anchorList = {}
|
|
for dex in pairs(unanchored) do anchorList[#anchorList + 1] = dex end
|
|
table.sort(anchorList)
|
|
if #anchorList > 0 then
|
|
print(("not anchored (standby loop too unsteady to measure, so they travel "
|
|
.. "as authored): %s"):format(table.concat(anchorList, " ")))
|
|
end
|
|
if #staticPose > 0 then
|
|
print(("staticPose (declined by the packer, never drawn, not swept): %s")
|
|
:format(table.concat(staticPose, " ")))
|
|
end
|
|
print("")
|
|
|
|
local total = 0
|
|
for _, kind in ipairs(kinds) do total = total + #findings[kind] end
|
|
|
|
if total == 0 then
|
|
print("no findings")
|
|
os.exit(0)
|
|
end
|
|
|
|
for _, kind in ipairs(kinds) do
|
|
local list2 = findings[kind]
|
|
print(("---- %s (%d)"):format(kind, #list2))
|
|
-- one line per species per kind, with the first example and a count, so a
|
|
-- fault that spans every frame of an animation reads as one fault
|
|
local seen, order = {}, {}
|
|
for _, f in ipairs(list2) do
|
|
local key = ("%03d|%s"):format(f.dex or 0, tostring(f.anim))
|
|
if not seen[key] then
|
|
seen[key] = { n = 0, f = f }
|
|
order[#order + 1] = key
|
|
end
|
|
seen[key].n = seen[key].n + 1
|
|
end
|
|
for _, key in ipairs(order) do
|
|
local e = seen[key]
|
|
print((" %03d %-14s %s%s%s")
|
|
:format(e.f.dex or 0, tostring(e.f.anim),
|
|
e.f.frame and ("frame %.1f: "):format(e.f.frame) or "",
|
|
e.detail or e.f.detail or "",
|
|
e.n > 1 and (" (x%d)"):format(e.n) or ""))
|
|
end
|
|
print("")
|
|
end
|
|
|
|
print(("%d findings in %d kinds"):format(total, #kinds))
|
|
os.exit(total > 0 and 1 or 0)
|