mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 20:00:51 +02:00
120 lines
4.9 KiB
Lua
120 lines
4.9 KiB
Lua
-- Driver: WHY is the terrain animation not moving?
|
|
--
|
|
-- Water and flowers animate by rewriting their slots in a private copy of
|
|
-- the tileset atlas once per step. That chain has several links and every
|
|
-- one of them fails quietly -- the mode just keeps drawing a still atlas.
|
|
-- This walks the chain in the LIVE game and prints where it stops, for the
|
|
-- palette mode currently active.
|
|
--
|
|
-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/voxel_water_probe.lua lovec .
|
|
--
|
|
-- knobs (env):
|
|
-- WATER_MAP map id (default PALLET_TOWN)
|
|
-- WATER_SPOT "x,y[,facing]" (default 5,6,down)
|
|
-- WATER_MODE palette mode to force (default: leave as-is)
|
|
-- WATER_LEVEL voxel rung (default 3)
|
|
return function(game)
|
|
local U = dofile("tests/drivers/util.lua")
|
|
local Pipelines = require("src.render.Pipelines")
|
|
local TileRenderer = require("src.render.TileRenderer")
|
|
local PaletteFX = require("src.render.PaletteFX")
|
|
|
|
local mapId = os.getenv("WATER_MAP") or "PALLET_TOWN"
|
|
local level = math.floor(tonumber(os.getenv("WATER_LEVEL")) or 3)
|
|
local sx, sy, facing = (os.getenv("WATER_SPOT") or "5,6,down")
|
|
:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
|
|
facing = (facing ~= "" and facing) or "down"
|
|
|
|
local function say(...) print("[water] " .. string.format(...)) end
|
|
|
|
if os.getenv("WATER_MODE") then PaletteFX.setMode(os.getenv("WATER_MODE")) end
|
|
|
|
U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
|
|
U.wait(20)
|
|
Pipelines.setLevel("voxel", level)
|
|
U.wait(30) -- outlast the camera tween
|
|
|
|
local V = game.mods.exports["DRAMATIC_SHAPE"]
|
|
V = V and V.lib
|
|
if not V then return say("mod exports unreachable -- is it enabled?") end
|
|
local TerrainAtlas = V.require("TerrainAtlas")
|
|
|
|
local ow = game.overworld
|
|
local map = ow and ow.map
|
|
if not map then return say("no live map") end
|
|
|
|
say("mode=%s (%s)", tostring(PaletteFX.mode),
|
|
tostring(PaletteFX.modeLabel()))
|
|
say("map=%s tileset=%s animation=%s", tostring(map.id),
|
|
tostring(map.tileset.id), tostring(map.tileset.animation))
|
|
|
|
-- 1. does the engine think this tileset animates at all?
|
|
local specs = TileRenderer.defaultAnimatedTiles(map.tileset)
|
|
say("engine animated specs: %d", specs and #specs or 0)
|
|
if not specs or #specs == 0 then
|
|
return say("STOP: this tileset declares no animated tiles")
|
|
end
|
|
|
|
-- 2. is the clock advancing? this is the seam the engine does not export
|
|
local clock = TerrainAtlas._animFrame
|
|
if not clock then return say("STOP: no clock accessor on TerrainAtlas") end
|
|
local t0 = clock()
|
|
U.wait(30)
|
|
local t1 = clock()
|
|
say("clock: %s -> %s (%s)", tostring(t0), tostring(t1),
|
|
(t1 > t0) and "advancing" or "FROZEN")
|
|
if t1 <= t0 then
|
|
return say("STOP: the tile clock is not advancing -- animFrame seam lost")
|
|
end
|
|
|
|
-- 3. which pixel source is in play, and is an animated copy being made?
|
|
local gbc = map.renderer and map.renderer.gbcAtlas
|
|
say("renderer.gbcAtlas=%s renderer.data=%s",
|
|
tostring(gbc and true or false),
|
|
tostring(map.renderer and map.renderer.data ~= nil))
|
|
if gbc then
|
|
local groups = PaletteFX.worldGroupColors(map.renderer.data,
|
|
map.tileset.id, map.id, nil)
|
|
say("worldGroupColors: %s", groups and "present (CPU rebuild can run)"
|
|
or "MISSING (CPU rebuild cannot run)")
|
|
end
|
|
|
|
local colors = nil
|
|
local VoxelScene = V.require("VoxelScene")
|
|
if VoxelScene._modeColors then
|
|
colors = VoxelScene._modeColors(function(m)
|
|
return PaletteFX.pal(game.data, ow:paletteNameFor(m or map))
|
|
end, map)
|
|
end
|
|
say("colours for the bake: %s", colors and "present" or "nil (art as-is)")
|
|
|
|
local img = TerrainAtlas.forMap(map, colors)
|
|
local isCopy = img ~= nil and img ~= map.renderer.image
|
|
say("forMap -> %s", img == nil and "NIL"
|
|
or (isCopy and "an ANIMATED copy" or "the STATIC atlas (no animation)"))
|
|
if not isCopy then
|
|
return say("STOP: no animated copy -- the entry could not be built")
|
|
end
|
|
|
|
-- 4. does the copy actually change as the clock turns over?
|
|
local seen, order = {}, {}
|
|
for i = 1, 6 do
|
|
local before = clock()
|
|
U.wait(25) -- more than one 20-frame period
|
|
local step = math.floor(clock() / 20) % 8
|
|
if not seen[step] then seen[step] = true; order[#order + 1] = step end
|
|
say(" sample %d: clock %s -> %s, water step %d",
|
|
i, tostring(before), tostring(clock()), step)
|
|
end
|
|
say("distinct water steps seen: %d", #order)
|
|
if #order <= 1 then
|
|
say("STOP: the step is not turning over -- clock is moving but the")
|
|
say(" period maths is not reaching a new step")
|
|
else
|
|
say("OK: the atlas is being repatched; if the WATER still looks still,")
|
|
say(" the animated tiles are not in the terrain quads -- run")
|
|
say(" voxel_anim_probe.lua, which dumps the atlas and counts where")
|
|
say(" tile $14 ended up in the geometry")
|
|
end
|
|
end
|