sm64coopdx/autogen/fuzz_template.lua

190 lines
4.7 KiB
Lua

-- $[STRUCTS]
--------
function FuzzVec3s(struct)
struct.x = 0
struct.y = 0
struct.z = 0
end
function FuzzVec3f(struct)
struct.x = 0
struct.y = 0
struct.z = 0
end
function FuzzVec4s(struct)
struct.x = 0
struct.y = 0
struct.z = 0
struct.w = 0
end
function FuzzVec4f(struct)
struct.x = 0
struct.y = 0
struct.z = 0
struct.w = 0
end
function FuzzMat4(struct)
struct.a = 0
struct.b = 0
struct.c = 0
struct.d = 0
struct.e = 0
struct.f = 0
struct.g = 0
struct.h = 0
struct.i = 0
struct.j = 0
struct.k = 0
struct.l = 0
struct.m = 0
struct.n = 0
struct.o = 0
struct.p = 0
end
--------
function rnd_string()
t = { 0, "test", "this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string" }
return t[math.random(#t)]
end
function rnd_integer()
t = { 0, math.random(1, 10), math.random(-2147483648, 2147483647) }
return t[math.random(#t)]
end
function rnd_number()
t = { 0, math.random(), (math.random() - 0.5) * 2 * 4294967296 }
return t[math.random(#t)]
end
function rnd_boolean()
t = { false, true }
return t[math.random(#t)]
end
function rnd_Vec3s()
t = { nil, { x = rnd_integer(), y = rnd_integer(), z = rnd_integer() } }
return t[math.random(#t)]
end
function rnd_Vec3f()
t = { nil, { x = rnd_number(), y = rnd_number(), z = rnd_number() } }
return t[math.random(#t)]
end
function rnd_Vec4s()
t = { nil, { x = rnd_integer(), y = rnd_integer(), z = rnd_integer(), w = rnd_integer() } }
return t[math.random(#t)]
end
function rnd_Vec4f()
t = { nil, { x = rnd_number(), y = rnd_number(), z = rnd_number(), w = rnd_number() } }
return t[math.random(#t)]
end
function rnd_Mat4()
t = { nil, { a = rnd_integer(), b = rnd_integer(), c = rnd_integer(), d = rnd_integer(), e = rnd_integer(), f = rnd_integer(), g = rnd_integer(), h = rnd_integer(), i = rnd_integer(), j = rnd_integer(), k = rnd_integer(), l = rnd_integer(), m = rnd_integer(), n = rnd_integer(), o = rnd_integer(), p = rnd_integer() } }
return t[math.random(#t)]
end
function rnd_Object()
t = { nil, gMarioStates[0].marioObj, gMarioStates[1].marioObj }
return t[math.random(#t)]
end
function rnd_MarioState()
t = { nil, gMarioStates[0], gMarioStates[math.random(0, MAX_PLAYERS)] }
return t[math.random(#t)]
end
function rnd_NetworkPlayer()
t = { nil, gNetworkPlayers[0], gNetworkPlayers[math.random(0, MAX_PLAYERS)] }
return t[math.random(#t)]
end
function rnd_SpawnParticlesInfo()
t = { nil, obj_get_temp_spawn_particles_info(math.random(0, E_MODEL_MAX)) }
return t[math.random(#t)]
end
function rnd_BehaviorScript()
t = { nil, get_behavior_from_id(math.random(0, id_bhv_max_count)) }
return t[math.random(#t)]
end
function rnd_Camera()
t = { nil, gMarioStates[0].area.camera }
return t[math.random(#t)]
end
function rnd_PlayerGeometry()
t = { nil, {} }
return t[math.random(#t)]
end
function rnd_Surface()
t = { nil, gMarioStates[0].ceil, gMarioStates[0].floor }
return t[math.random(#t)]
end
--------
function fuzz_functions()
local funcs = {
-- $[FUNCS]
}
for i = #funcs, 2, -1 do
local j = math.random(i)
funcs[i], funcs[j] = funcs[j], funcs[i]
end
for k,v in pairs(funcs) do
v()
end
end
id_bhvFuncs = hook_behavior(nil, OBJ_LIST_DEFAULT, true, fuzz_functions, nil, 'id_bhvFuncs')
--------
function fuzz_structs()
end
--------
local sCountDown = 0
local sLevel = 15
function on_sync_valid()
fuzz_functions()
for i=0,10 do
spawn_non_sync_object(id_bhvFuncs, E_MODEL_SPINY_BALL, 0, 0, 0, nil)
end
end
function update()
sCountDown = sCountDown - 1
if sCountDown <= 0 then
print('warping to ', sLevel)
warp_to_level(sLevel, 1, 1)
sLevel = sLevel + 1
if sLevel > LEVEL_COUNT then
sLevel = 0
end
sCountDown = 10
end
end
hook_chat_command('fuzz-funcs', 'funcs', fuzz_functions)
hook_chat_command('fuzz-structs', 'structs', fuzz_structs)
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_SYNC_VALID, on_sync_valid)
print('!')