-- Scratch driver: shots of the Celadon chief's house, for the display -- cabinet and long table voxelizations. Three viewpoints -- the -- cabinet rank along the north wall, the long table in the middle of -- the room, and a wide shot with both in frame. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/chief_house_shots.lua \ -- SHOT_DIR=.scratchpad/chief 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/chief") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[chief] 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") 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 -- the cabinets occupy cells 2..5 of rows 0-1; the long table cells -- 2..5 of rows 3-4; the player walks rows 2 and 5 local SCENES = { { x = 3, y = 2, face = "up", label = "cabinets" }, { x = 5, y = 2, face = "up", label = "bookcase" }, { x = 3, y = 5, face = "up", label = "table" }, { x = 1, y = 5, face = "right", label = "wide" }, -- the same rank on CELADON_MANSION_1F, where it stands against the -- interior partition and the grids start on an ODD tile row { map = "CELADON_MANSION_1F", x = 2, y = 4, face = "up", label = "mansion1f" }, } local shots = 0 for _, s in ipairs(SCENES) do for _, rung in ipairs({ 3, 5 }) do U.teleport(game, s.map or "CELADON_CHIEF_HOUSE", s.x, s.y, s.face) Pipelines.setLevel("voxel", rung) Pipelines.setLevel("tiltshift", 0) settle() local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung) game.capturePath = path U.wait(6) local f = io.open(path, "rb") if f then f:close() shots = shots + 1 else print("[chief] capture missed: " .. path) end end end print(("[chief] %d shots into %s"):format(shots, ROOT)) end