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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# Builds the engine build-image (build-image/Dockerfile) locally, tagged
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# with build-image/VERSION and :latest. Does not push - test it with
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# ./run-image.sh first, then publish with ./upload-image.sh.
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set -euo pipefail
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cd "$(dirname "${BASH_SOURCE[0]}")"
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ROOT="$(pwd)"
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fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
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command -v docker >/dev/null 2>&1 \
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|| fail "docker not found in PATH"
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IMAGE="${REGISTRY_IMAGE:-questshock/builder}"
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if [ -f "$ROOT/registry.env" ]; then
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# shellcheck disable=SC1091
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source "$ROOT/registry.env"
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IMAGE="${REGISTRY_IMAGE:-$IMAGE}"
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fi
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VERSION="$(<"$ROOT/build-image/VERSION")"
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[ -n "$VERSION" ] || fail "build-image/VERSION is empty"
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echo "== Building $IMAGE:$VERSION =="
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docker build \
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-f "$ROOT/build-image/Dockerfile" \
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-t "$IMAGE:$VERSION" \
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-t "$IMAGE:latest" \
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"$ROOT"
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echo "== Done =="
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echo "Image: $IMAGE:$VERSION (and :latest)"
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echo "Test it with ./run-image.sh, then publish with ./upload-image.sh"
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