-- Scratch driver: shots of the SS Anne's galley barrels, which are Lt. -- Surge's trash can redrawn on the ship atlas. Three down the kitchen's -- east wall at cells (13,5)/(13,7)/(13,9), one in the captain's room at -- (4,1), and one each in the two ship-interior houses at (7,7). -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/ship_can_shots.lua \ -- SHOT_DIR=.scratchpad/ssanne 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/ssanne") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[ship] 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 = "SS_ANNE_KITCHEN", x = 12, y = 11, face = "up", label = "galley_up" }, { map = "SS_ANNE_KITCHEN", x = 12, y = 3, face = "down", label = "galley_down" }, { map = "SS_ANNE_KITCHEN", x = 11, y = 7, face = "right", label = "galley_side" }, { map = "SS_ANNE_CAPTAINS_ROOM", x = 4, y = 4, face = "up", label = "captain" }, { map = "CERULEAN_BADGE_HOUSE", x = 6, y = 7, face = "right", label = "house" }, } 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 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("[ship] capture missed: " .. path) end else print("[ship] teleport failed: " .. s.map) end end print(("[ship] %d shots into %s"):format(shots, ROOT)) end