# bench v2: input-free Downpour benchmark for repro_console (main.lua here),
# P1-P5 on Downpour I, then dry phases P6-P8 on Basement I (no water).
# "bench_run.py prepare" writes it, with a per-run "@marker NONCE <hex>" after @continue, as
# ux0:/data/isaacr001/data/repro_console/save2.dat -- File 2 only; the eboot forces save slot 2
# (launch-args.txt --vita-save-slot=2), File 1's save1.dat is never written.  Phases are delimited
# by room changes (native roomlog markers): "@marker Pn" names the phase that starts at the next
# room change and ends at the room change after the next marker.  Every phase starts with a
# real room change.  The last line removes this file from the console.
@continue
# @seed sets the start seed in place (Seeds:SetStartSeed), no restart: a --set-stage boot starts
# every run, restarts included, through Game::StartDebug, which rolls a random seed.
# "stage 1c" right after it rebuilds Downpour I from the new seed's stage seed.  Both run from
# MC_POST_UPDATE one second in ("seed" from MC_POST_GAME_STARTED did nothing on the device, smoke1).
@wait 30
@seed 20261017
stage 1c
debug 3
giveitem c118
giveitem c245
giveitem c2
giveitem c153
giveitem c10
giveitem c73
giveitem c8
giveitem c67
@marker BENCH START
@wait 30
@room 1
@wait 30
@marker P1 start-idle
@room start
@wait 600
@marker P2 fight-maxroom
@room max
@wait 600
@marker P3 spawn-heavy
@room 2
@wait 15
spawn 27.1
spawn 27.1
spawn 209.0
spawn 209.0
spawn 210.0
spawn 57.0
spawn 58.0
spawn 56.0
spawn 39.1
spawn 60.1
@wait 600
@marker P4 transitions
@room 1
@wait 90
@room 3
@wait 90
@room 4
@wait 90
@room 5
@wait 90
@room 6
@wait 90
@room 1
@wait 90
@marker P5 end-idle
@room start
@wait 300
# Dry section: the same fights without water, on Basement I of the same
# start seed with the same item build (the items survive "stage"; "debug 3" toggles, so it is not
# repeated).  "DRY START" + "@room 3" end P5 with the very command and room that ended it before
# the dry section existed, so P1-P5 keep their windows and their Downpour rooms; "stage 1" then
# builds Basement I from the start seed's stage seed (bench_run.py checks the Level::Init).
@marker DRY START
@room 3
@wait 30
stage 1
@wait 30
@room 1
@wait 30
@marker P6 dry-start-idle
@room start
@wait 300
@marker P7 dry-fight-maxroom
@room max
@wait 600
@marker P8 dry-spawn-heavy
@room 2
@wait 15
spawn 27.1
spawn 27.1
spawn 209.0
spawn 209.0
spawn 210.0
spawn 57.0
spawn 58.0
spawn 56.0
spawn 39.1
spawn 60.1
@wait 600
@marker BENCH DONE
@room 3
@remove
