-- Scratch driver: the Safari Zone's decorations — the "cut"-style round -- trees ($54/$55/$56/$57, one cell) and the stump/bush rows ($02/$03/ -- $12/$13) — front and back, at the voxel rung (5) and the flat rung (3) -- for orientation. Same spots BEFORE and AFTER the pin change. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/safari_shots.lua \ -- SHOT_DIR=.scratchpad/safari AB_TAG=before "/c/Program Files/LOVE/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/safari") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[safari] DRAMATIC_SHAPE is not loaded") return end local V = handle.lib do -- what does the RUNNING mod think tile 84 on FOREST is? local TS = V.require("TileShape") local shapes = TS.forMap({ tileset = { id = "FOREST", imageWidth = 128, imageHeight = 48 } }) local s = shapes[84] print("[safari] running-mod tile 84: " .. (s and (tostring(s.class) .. "/" .. tostring(s.art) .. " authored=" .. tostring(s.authored)) or "nil")) end 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 = { -- tree row at (2..5, 3), seen from the south = its front { map = "SAFARI_ZONE_EAST", x = 4, y = 5, face = "up", label = "trees_front" }, -- the same row from the north = its back { map = "SAFARI_ZONE_EAST", x = 4, y = 1, face = "down", label = "trees_back" }, -- the long tree line at (2..9, 6) { map = "SAFARI_ZONE_EAST", x = 6, y = 8, face = "up", label = "treeline" }, -- the stump/bush row along the top edge (8..19, 0) { map = "SAFARI_ZONE_EAST", x = 12, y = 2, face = "up", label = "stumps_front" }, -- Safari Center's west tree column, edge-on { map = "SAFARI_ZONE_CENTER", x = 2, y = 4, face = "left", label = "center_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 for _, rung in ipairs({ 5, 3 }) do Pipelines.setLevel("voxel", rung) Pipelines.setLevel("tiltshift", 0) settle() local path = ("%s/%s_r%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("[safari] capture missed: " .. path) end end else print("[safari] teleport failed: " .. s.map) end end print(("[safari] %d shots into %s"):format(shots, ROOT)) love.event.quit() end