Generate a byte-stable preview PNG for every docs snippet, as the visual- regression oracle foundation of #381. A changed image means the snippet's behaviour changed and wants review. Pipeline (no C++ change; existing headless build suffices): - _seed.py: chained as the FIRST --exec so random.seed(42) governs the snippet's RNG before it draws (snippets draw at import; seeding after is too late). Shared-interpreter seeding covers all 25 random-module snippets. - _screenshot.py: chained as the LAST --exec; steps setup frames then automation.screenshot(). Kept separate from _harness.py so the pass/fail suite stays fast and untouched. - tools/generate_snippet_shots.py: orchestrator; runs seed->snippet->shot, writes gitignored snippet-shots/ (images belong in the doc-site repo, which pulls them from here). Per-snippet capture params live in a sidecar OVERRIDES table, not the mcrf: header (which would fight stamp_snippets and can't hold Phase-3 interaction scripts). - make snippet-shots target; snippet-shots/ gitignored. The 4 BSP snippets that needed deterministic pixels (060, 102, 224, 243) now pass seed=42 — libtcod's global RNG is time(0)-seeded and unreachable from Python, and seed= also documents reproducible generation for readers. Validated: 272 captured, 10 skipped (noshot opt-outs), 0 failed; all 272 byte-identical across two full runs (~49s). Addresses #381. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LTh2ZW7bd3XSd9qK86Z2CE
56 lines
1.6 KiB
Python
56 lines
1.6 KiB
Python
# mcrf: objects=[BSP,Caption,Color,ColorLayer,Grid,Scene] verified=0.2.8-dev status=ok
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# BSP Basic - Binary space partition for dungeon generation
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import mcrfpy
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scene = mcrfpy.Scene("demo")
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mcrfpy.current_scene = scene
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grid = mcrfpy.Grid(
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grid_size=(16, 12),
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texture=mcrfpy.default_texture,
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pos=(0, 0),
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size=(1024, 768),
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zoom=4.0
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)
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scene.children.append(grid)
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# Add color layer for room visualization
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room_layer = mcrfpy.ColorLayer(z_index=1, name="rooms")
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grid.add_layer(room_layer)
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# Fill with walls
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for y in range(12):
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for x in range(16):
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grid.at(x, y).tilesprite = 1
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grid.at(x, y).walkable = False
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# Create BSP tree (pos and size as tuples)
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bsp = mcrfpy.BSP(pos=(0, 0), size=(16, 12))
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bsp.split_recursive(depth=3, min_size=(3, 3), seed=42)
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# Room colors
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colors = [
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mcrfpy.Color(255, 150, 150, 150),
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mcrfpy.Color(150, 255, 150, 150),
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mcrfpy.Color(150, 150, 255, 150),
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mcrfpy.Color(255, 255, 150, 150),
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mcrfpy.Color(255, 150, 255, 150),
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mcrfpy.Color(150, 255, 255, 150),
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]
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# Carve rooms from leaves
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for i, leaf in enumerate(bsp):
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x, y = leaf.pos
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w, h = leaf.size
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# Shrink room slightly
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for ry in range(y + 1, y + h - 1):
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for rx in range(x + 1, x + w - 1):
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if 0 <= rx < 16 and 0 <= ry < 12:
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grid.at(rx, ry).tilesprite = 48
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grid.at(rx, ry).walkable = True
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room_layer.set((rx, ry), colors[i % len(colors)])
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status = mcrfpy.Caption(text="BSP dungeon - each color is a leaf node", pos=(320, 720))
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status.outline = 2
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status.outline_color = mcrfpy.Color(0, 0, 0)
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scene.children.append(status)
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