-- Scratch driver: one shot of every OTHER user of the round-hull builder -- (tree canopies, boulders, hedges, stumps, the Center planter), to check -- that the `can` class's base cut is the identity it is supposed to be for -- everything that does not ask for it. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/round_regress_shots.lua \ -- SHOT_DIR=.scratchpad/round AB_TAG=after lovec.exe . return function(game) local U = dofile("tests/drivers/util.lua") local Pipelines = require("src.render.Pipelines") local ROOT = (os.getenv("SHOT_DIR") or "shots/round") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then return end local V = handle.lib local DayNight = V.require("DayNight") local ChunkMesher = V.require("ChunkMesher") local Voxel = V.require("VoxelState") require("src.world.OverworldController").rollEncounter = function() return nil end local TileRenderer = require("src.render.TileRenderer") TileRenderer.tick = function() end TileRenderer.animFrame = function() return 0 end DayNight.setting:sync("day") pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null') pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul') local Zoom = require("src.render.Zoom") pcall(function() game.save.options.zoom = 1 Zoom.applyOptions(game.save.options) end) local function settle() for _ = 1, 900 do if ChunkMesher.pending() == 0 then break end U.wait(1) end for _ = 1, 300 do if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end U.wait(1) end U.wait(40) end local SCENES = { { map = "VIRIDIAN_FOREST", x = 16, y = 20, face = "up", label = "forest" }, { map = "PEWTER_GYM", x = 4, y = 10, face = "up", label = "boulders" }, { map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "hedges" }, { map = "VIRIDIAN_POKECENTER", x = 6, y = 5, face = "up", label = "planter" }, { map = "PALLET_TOWN", x = 5, y = 8, face = "up", label = "trees" }, } local shots = 0 for _, s in ipairs(SCENES) do local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face) if ok then Pipelines.setLevel("voxel", 5) Pipelines.setLevel("tiltshift", 0) settle() local path = ("%s/%s.png"):format(ROOT, s.label) game.capturePath = path U.wait(6) local f = io.open(path, "rb") if f then f:close() shots = shots + 1 else print("[round] capture missed: " .. path) end else print("[round] teleport failed: " .. s.map) end end print(("[round] %d shots into %s"):format(shots, ROOT)) end