-- Scratch driver: water shot with V-CURVE walked OFF..3, to see what the -- world bend does to the reflective pass. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/water_curve_shots.lua \ -- SHOT_DIR=.scratchpad/watercurve AB_TAG=before 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/watercurve") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[water] DRAMATIC_SHAPE mod not loaded") return end local V = handle.lib local DayNight = V.require("DayNight") local ChunkMesher = V.require("ChunkMesher") local Voxel = V.require("VoxelState") local WorldCurve = V.require("WorldCurve") local Water = V.require("Water") -- WATER_RUNG=sky drops the screen-space march and leaves the sky path, to -- tell an artefact of the one from an artefact of the other if os.getenv("WATER_RUNG") then Water.setting:sync(os.getenv("WATER_RUNG")) end 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(os.getenv("WATER_TIME") or "night") 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 -- Stand on the walkable cell just north of the widest run of water on the -- map, so a scene is picked by where the water actually is rather than by -- a coordinate guessed off the block list. local TileShape = V.require("TileShape") local function shore(map) local def = map.def local shapes = TileShape.forMap(map) local function classAt(cx, cy) local tx, ty = cx * 2, cy * 2 local s = TileShape.at(map, shapes, map:tileAt(tx, ty), tx, ty) return s and s.class end local best, bestRun = nil, 0 for cy = 1, def.height * 2 - 1 do local run, start = 0, nil for cx = 0, def.width * 2 - 1 do if classAt(cx, cy) == "water" then start = start or cx run = run + 1 if run > bestRun and classAt(cx, cy - 1) ~= "water" then bestRun, best = run, { x = start + math.floor(run / 2), y = cy - 1 } end else run, start = 0, nil end end end return best end local SCENES = { { map = "PALLET_TOWN", label = "pallet" }, { map = "CERULEAN_CITY", label = "cerulean" }, { map = "VERMILION_CITY", x = 18, y = 27, label = "vermilion" }, { map = "ROUTE_24", label = "route24" }, { map = "VIRIDIAN_CITY", label = "viridian" }, } local shots = 0 for _, s in ipairs(SCENES) do if not s.x then -- teleport once so the map is loaded, then let the scan place us U.teleport(game, s.map, 1, 1, "down") U.wait(4) local spot = game.overworld and game.overworld.map and shore(game.overworld.map) if spot then s.x, s.y = spot.x, spot.y else s.x, s.y = 1, 1 end print(("[water] %s shore at (%d,%d)"):format(s.label, s.x, s.y)) end for _, rung in ipairs({ 3, 4 }) do for _, curve in ipairs({ 0, 3 }) do U.teleport(game, s.map, s.x, s.y, s.face or "down") Pipelines.setLevel("voxel", rung) Pipelines.setLevel("tiltshift", 0) WorldCurve.setting:setIndex(curve + 1, game) settle() local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve) game.capturePath = path U.wait(8) local f = io.open(path, "rb") if f then f:close() shots = shots + 1 else print("[water] capture missed: " .. path) end end end end print(("[water] %d shots into %s"):format(shots, ROOT)) love.event.quit() end