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Use the running pack's compiled non-player entity caster capability to avoid adding vanilla mob blobs beside its shadows. Preserve fallback for player-only, disabled, absent and failed paths and native dimensions. Add original compiled-pipeline and production sprite-selection controls. Co-Authored-By: Codex GPT-6.1-sol <[email protected]>
27 lines
777 B
Python
27 lines
777 B
Python
"""Game blob fallback through the actual production selection/caster methods."""
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from pathlib import Path
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import shutil
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import subprocess
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import sys
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import unittest
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ROOT = Path(__file__).resolve().parents[1]
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class EntityShadowOwnership(unittest.TestCase):
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@unittest.skipUnless(shutil.which("rustc"), "requires Rust to execute production methods")
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def test_compiled_caster_paths_select_the_blob_fallback(self):
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result = subprocess.run(
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[sys.executable, str(ROOT / "tools/test_entity_shadow_ownership.py")],
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cwd=ROOT,
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capture_output=True,
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text=True,
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timeout=60,
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)
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self.assertEqual(result.returncode, 0, result.stdout + result.stderr)
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if __name__ == "__main__":
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unittest.main()
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