Vendor the Shockolate engine and build it via a Docker image with every
build / build (push) Failing after 5s
build / build (push) Failing after 5s
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont) prebuilt, so compiling the engine needs no network access - just the image and the engine source. Add res/assets/extract_assets.sh to pull the game's data files out of a purchased GOG installer, and a Makefile that assembles a runnable dist/ from the two. Also add `make package`, which builds a redistributable tarball that omits the proprietary game assets (shipping res/GET_ASSETS.txt instead) plus license information for both the MIT tooling and the GPLv3 engine, and a Gitea Actions workflow that builds and publishes it to dl.ladkau.de on every push.
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Executable
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#!/usr/bin/env bash
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# Drops from root (needed to read the prebuilt toolchain under /opt) to a
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# user matching the host's UID/GID, so anything written into the
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# bind-mounted repo (engine/build_ext, engine/.build-output, ...) is owned
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# by the host user instead of root.
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set -euo pipefail
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USER_UID="${HOST_UID:-1000}"
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USER_GID="${HOST_GID:-1000}"
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groupadd -g "$USER_GID" builder 2>/dev/null || true
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useradd -u "$USER_UID" -g "$USER_GID" -m -s /bin/bash builder 2>/dev/null || true
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exec gosu builder "$@"
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