Files
DramaticShapeVoxelMod/tests/voxel_water_probe.lua
T
2026-07-26 19:21:45 -04:00

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