-- Scratch driver: shots of the `bookcase` class across the tilesets that -- pin it, for the shelf-front relief. Two of them are NOT shelves -- -- the League's gate walls and the terraces on PLATEAU -- and are here as -- the control: their courses run edge to edge, so nothing should sink. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/shelf_relief_shots.lua \ -- SHOT_DIR=.scratchpad/shelves 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/shelves") .. "/" .. (os.getenv("AB_TAG") or "before") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[shelf] 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 = { { map = "OAKS_LAB", x = 7, y = 2, face = "up", label = "dojo_lab" }, { map = "CELADON_MANSION_2F", x = 2, y = 4, face = "up", label = "mansion_2f" }, { map = "CELADON_MART_2F", x = 5, y = 5, face = "up", label = "lobby_mart" }, { map = "MUSEUM_1F", x = 2, y = 4, face = "up", label = "museum" }, { map = "VIRIDIAN_MART", x = 3, y = 5, face = "up", label = "mart" }, { map = "SS_ANNE_CAPTAINS_ROOM", x = 5, y = 2, face = "up", label = "ship" }, -- the controls, both of them tilesets that borrow the collapse for -- something that is NOT a shelf and say so with `bookcase_relief = -- false`: the League's masonry gate walls, and Bill's transporter -- drums. Nothing in either may move. { map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up", label = "plateau" }, { map = "BILLS_HOUSE", x = 2, y = 3, face = "up", label = "bills" }, -- the house shelves: pinned `desk`, NOT `bookcase`, so they go -- through the world mesher's box fold and this relief never reaches -- them. Here to show the gap. { map = "REDS_HOUSE_1F", x = 1, y = 2, face = "up", label = "reds" }, { map = "BLUES_HOUSE", x = 1, y = 2, face = "up", label = "blues" }, } local shots = 0 for _, s in ipairs(SCENES) do local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face) -- twice: the first load of the session has no mesh to settle against 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("[shelf] capture missed: " .. path) end else print("[shelf] teleport failed: " .. s.map) end end print(("[shelf] %d shots into %s"):format(shots, ROOT)) end