-- Scratch driver: the Cerulean gym and the houses beside it, shot at -- several camera rungs with V-CURVE walked OFF..3, to see what the world -- bend does to a building's roof. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_curve_shots.lua \ -- SHOT_DIR=.scratchpad/roofcurve 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/roofcurve") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[roof] 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") local WorldCurve = V.require("WorldCurve") 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(30) end -- the gym door is CERULEAN_CITY (30,19); the bike shop and the row of -- houses along the west side give a second, smaller roof in frame local SCENES = { { map = "CERULEAN_CITY", x = 30, y = 20, face = "up", label = "gym" }, { map = "CERULEAN_CITY", x = 27, y = 21, face = "up", label = "gymwide" }, { map = "PALLET_TOWN", x = 5, y = 6, face = "up", label = "house" }, } local shots = 0 for _, s in ipairs(SCENES) do for _, rung in ipairs({ 3, 5 }) do for _, curve in ipairs({ 0, 3 }) do U.teleport(game, s.map, s.x, s.y, s.face) Pipelines.setLevel("voxel", rung) Pipelines.setLevel("tiltshift", 0) WorldCurve.setting:setIndex(curve + 1, game) settle() local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve) game.capturePath = path U.wait(8) local f = io.open(path, "rb") if f then f:close() shots = shots + 1 else print("[roof] capture missed: " .. path) end end end end print(("[roof] %d shots into %s"):format(shots, ROOT)) love.event.quit() end