mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 20:00:51 +02:00
199 lines
7.6 KiB
Lua
199 lines
7.6 KiB
Lua
-- Scratch driver: shots of the 3RD (third-person) rung -- the eye boomed
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-- off the back of the player's head, the player's own card drawn and turned
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-- to face it, the boom shortening against walls indoors, and the body
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-- turning to face where it walks.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tp_shots.lua \
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-- SHOT_DIR=.scratchpad/tpshots 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 ROOT = (os.getenv("SHOT_DIR") or "shots/tp")
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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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print("[tp] DRAMATIC_SHAPE mod 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 ThirdPerson = V.require("ThirdPerson")
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local ChunkMesher = V.require("ChunkMesher")
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local Voxel = V.require("VoxelState")
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local DayNight = V.require("DayNight")
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pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
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pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
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require("src.world.OverworldController").rollEncounter = function() return nil end
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local TileRenderer = require("src.render.TileRenderer")
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TileRenderer.tick = function() end
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TileRenderer.animFrame = function() return 0 end
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DayNight.setting:sync("day")
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local Zoom = require("src.render.Zoom")
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pcall(function()
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game.save.options.zoom = 0
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Zoom.applyOptions(game.save.options)
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end)
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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
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and ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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U.wait(40)
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end
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-- the nearest WALKABLE cell (fp_shots' helper): a guessed coordinate
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-- inside a building footprint buries the pivot in the geometry
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local function place(mapId, x, y)
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U.teleport(game, mapId, x, y, "down")
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local ow = game.stack:top()
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local map = ow and ow.map
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if not map or map:isWalkableCell(x, y) then return end
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for r = 1, 8 do
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for dy = -r, r do
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for dx = -r, r do
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if math.max(math.abs(dx), math.abs(dy)) == r then
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local cx, cy = x + dx, y + dy
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if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then
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U.teleport(game, mapId, cx, cy, "down")
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print(("[tp] (%d,%d) not walkable; standing at (%d,%d)")
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:format(x, y, cx, cy))
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return
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end
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end
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end
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end
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end
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end
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-- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west
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local SCENES = {
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-- Pallet Town, mid-street: the player's own card seen from behind, in
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-- each compass direction plus a diagonal (the off-grid case, where a
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-- south-facing card would be edge-on to any orbit camera)
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{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" },
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{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" },
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{ map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" },
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{ map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4,
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label = "pallet_diag" },
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-- the shoreline: the boom over water, reflecting the player
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{ map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" },
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-- pitched down, the classic third-person framing; and up, where the
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-- boom has to shorten rather than bury the eye in the ground
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{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
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pitch = math.rad(35), label = "pallet_down" },
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{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
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pitch = -math.rad(40), label = "pallet_skyward" },
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-- Route 1: grass and ledges, with the character in frame for scale
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{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" },
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-- interiors: the one place a 48px boom cannot fit, so the collision
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-- march is the whole shot
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{ map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi,
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label = "center_north" },
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{ map = "REDS_HOUSE_1F", x = 3, y = 4, yaw = math.pi,
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label = "reds_house" },
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}
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local shots = 0
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for _, s in ipairs(SCENES) do
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place(s.map, s.x, s.y)
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Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
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Pipelines.setLevel("tiltshift", 0)
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settle()
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FirstPerson.yaw = s.yaw
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FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT
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U.wait(20)
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print(("[tp] %-16s boom %.1f of %.1f"):format(s.label, ThirdPerson.len,
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ThirdPerson.BOOM))
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if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then
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shots = shots + 1
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end
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end
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-- the slide from 1ST to 3RD: the eye walks out of the head rather than
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-- cutting, so the halfway frame is a real camera position
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place("PALLET_TOWN", 13, 14)
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Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
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settle()
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if U.shot(game, ROOT .. "/from_1st.png") then shots = shots + 1 end
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Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
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for _ = 1, 300 do
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if ThirdPerson.out >= 0.5 then break end
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U.wait(1)
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end
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if U.shot(game, ROOT .. "/boom_mid.png") then shots = shots + 1 end
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U.wait(60)
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if U.shot(game, ROOT .. "/boom_out.png") then shots = shots + 1 end
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-- ------- the free walk, with the body turning
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--
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-- Hold forward with the head yawed off-grid: the player must GLIDE (off
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-- the 16px grid, which no grid step can do) and the body must end up
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-- facing its own travel rather than the lens.
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place("PALLET_TOWN", 13, 14)
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Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
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settle()
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local ow = game.stack:top()
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local p = ow.player
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FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid
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FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
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local x0, y0 = p.px, p.py
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U.hold(game, "up", 90)
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local moved = math.abs(p.px - x0) + math.abs(p.py - y0)
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print(("[tp] walk moved %.1f px; off-grid: %s; body faces %s (camera %s)")
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:format(moved,
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tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0),
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tostring(p.facing), tostring(FirstPerson.compassFacing())))
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if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end
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-- strafing: the one case the body facing exists for. Hold RIGHT with the
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-- head due north and the character must walk east showing its flank.
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place("PALLET_TOWN", 13, 14)
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settle()
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FirstPerson.yaw = math.pi
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U.hold(game, "right", 40)
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print(("[tp] strafe: body faces %s, camera looks %s")
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:format(tostring(p.facing), tostring(FirstPerson.compassFacing())))
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if U.shot(game, ROOT .. "/strafe.png") then shots = shots + 1 end
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-- ------- the spin, sampled
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--
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-- Stand still and turn the camera fast, sampling the frame the player's
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-- own card actually draws every rendered frame. A standing body is
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-- pointed along the camera's own yaw, so it must show its back the whole
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-- way round; anything else is the sideways flick. Sampled through the
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-- live rig, so this measures the real thing rather than the arithmetic.
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place("PALLET_TOWN", 13, 14)
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Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
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settle()
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ow = game.stack:top()
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p = ow.player
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local seen, frames = {}, 0
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for _ = 1, 240 do
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FirstPerson.lookBy(math.rad(7), 0) -- ~420 deg/s, a hard flick
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U.wait(1)
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local f = FirstPerson.playerFacing(p.facing, p.px + 8, p.py + 8)
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seen[f] = (seen[f] or 0) + 1
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frames = frames + 1
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end
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local report = {}
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for f, n in pairs(seen) do
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report[#report + 1] = ("%s x%d"):format(f, n)
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end
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table.sort(report)
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print(("[tp] spin: %d frames, card frames seen: %s")
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:format(frames, table.concat(report, ", ")))
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print(("[tp] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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