-- Scratch driver: shots of the potted plants, for the plant standee -- voxelization. Every Center places three side-by-side pairs on its -- bottom row -- crowns at cells (0,6)/(1,6), (6,6)/(7,6), (12,6)/(13,6), -- pots below at y=7 -- and INDIGO_PLATEAU_LOBBY (the MART tileset id, -- same atlas) lines four of them along its hall at cells (12,10)..(15,10). -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/potted_plant_shots.lua \ -- SHOT_DIR=.scratchpad/plants 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/plants") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[plant] 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 = { -- east of the left pair, looking west along the bottom row: both -- plants in profile, crown overhang and pot silhouette side-on { map = "VIRIDIAN_POKECENTER", x = 3, y = 6, face = "left", label = "pair_side" }, -- north of the left pair, looking south down over the crowns { map = "VIRIDIAN_POKECENTER", x = 1, y = 5, face = "down", label = "pair_over" }, -- head on: standing below the middle pair looking north at it { map = "VIRIDIAN_POKECENTER", x = 6, y = 7, face = "up", label = "pair_front" }, -- close up beside the east pair's pot { map = "VIRIDIAN_POKECENTER", x = 11, y = 7, face = "right", label = "close" }, -- the Plateau lobby's row of four (MART tileset id), along the row { map = "INDIGO_PLATEAU_LOBBY", x = 11, y = 10, face = "right", label = "lobby_row" }, -- and head on from the hall below { map = "INDIGO_PLATEAU_LOBBY", x = 13, y = 12, face = "up", label = "lobby_front" }, } 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("[plant] capture missed: " .. path) end end end print(("[plant] %d shots into %s"):format(shots, ROOT)) end