-- Scratch driver: shots of the house dining tables and stools, for the -- band-table + no-desk-part voxelization. Every generic home places the -- table at cells (3,3):(4,4) with four stools around it (Blue's house has -- Daisy seated at hers); Red's and the Copycat's ground floors place the -- same furniture one cell lower, with the potted plant CUTOUT standing on -- the tabletop -- the standee the table template must support, not -- swallow. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/house_furniture_shots.lua \ -- SHOT_DIR=.scratchpad/housefurn 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/housefurn") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[housefurn] 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 local SCENES = { -- head on: below Blue's table looking north over a stool at it, -- Daisy seated at the left one { map = "BLUES_HOUSE", x = 3, y = 5, face = "up", label = "blues_front" }, -- from the east, table and both east stools in profile { map = "BLUES_HOUSE", x = 6, y = 3, face = "left", label = "blues_side" }, -- from the north wall looking south down over the tabletop { map = "BLUES_HOUSE", x = 4, y = 2, face = "down", label = "blues_over" }, -- close beside a stool: seat top, legs and the gap between them { map = "BLUES_HOUSE", x = 2, y = 5, face = "up", label = "stool_close" }, -- Red's table head on from the south: the plant cutout standing on -- the modelled tabletop { map = "REDS_HOUSE_1F", x = 4, y = 6, face = "up", label = "reds_front" }, -- and from the east along the stool row, plant in profile { map = "REDS_HOUSE_1F", x = 6, y = 4, face = "left", label = "reds_side" }, -- the Fan Club's four members' chairs round the boardroom table: -- from the south of the west pair, both stools stacked in profile { map = "POKEMON_FAN_CLUB", x = 1, y = 5, face = "up", label = "club_west_pair" }, -- across the table from the west, both pairs and the octagon between { map = "POKEMON_FAN_CLUB", x = 0, y = 3, face = "right", label = "club_across" }, -- close on the east pair from the north, looking down over the seats { map = "POKEMON_FAN_CLUB", x = 6, y = 2, face = "down", label = "club_over" }, } local shots = 0 for _, s in ipairs(SCENES) do for _, rung in ipairs({ 3, 5 }) do U.teleport(game, s.map, 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("[housefurn] capture missed: " .. path) end end end print(("[housefurn] %d shots into %s"):format(shots, ROOT)) end