#!/bin/bash # #87 pixel-verification A/B: identical solo scene, all zones' draw-op damage # level FORCED 0.0 vs 1.0 (BT_ARMOR_FORCE pins at the watcher, bypassing the # sim), numbered backbuffer captures -> pixel diff decides whether the damage # tint RENDERS at all (gotcha #23: a colour change that logs perfectly and # renders nothing). set -e cd /c/git/bt411/content . /c/git/bt411/scratchpad/night6/bench_common.sh taskkill //F //IM btl4.exe > /dev/null 2>&1 || true; sleep 2 rm -f apxA_*.png apxB_*.png sed "s/^map=.*/map=grass/; s/^time=.*/time=day/; 0,/^vehicle=.*/s//vehicle=madcat/" MP.EGG > APX.EGG for F in 0.0 1.0; do TAG=A; [ "$F" = "1.0" ] && TAG=B rm -f "apx_$F.log" BT_ARMOR_FORCE=$F BT_ARMOR_LOG=1 BT_SHOT_EVERY=120 BT_SHOT_PREFIX=apx$TAG \ BT_SPAWN_ENEMY=1 BT_GOTO=enemy BT_GOTO_STOP=55 \ bt_launch "apx_$F.log" APX.EGG 0x03 sleep 75 taskkill //F //IM btl4.exe > /dev/null 2>&1 || true; sleep 3 done echo "=== captures:"; ls apxA_*.png apxB_*.png 2>/dev/null echo "=== [armor] lines force=1.0:"; grep -c "\[armor\]" apx_1.0.log || true grep -m2 "\[armor\]" apx_1.0.log || true