-- Driver: the tile picker -- point at a tile, get the voxelize prompt. -- -- The voxelize-tiles skill is driven per TILE, and its first argument is -- always the same thing: which map, and which cell on it. Finding that pair -- by hand means walking the game to the object, counting cells off a corner -- and hoping the count is right. This is the same window the arena editor is -- -- the map drawn from its OWN art, the tiles the cartridge holds, through -- the game's own palette -- with a cursor on it instead of an arena, and one -- button: COPY PROMPT. -- -- What lands on the clipboard is exactly: -- -- run voxelize-tile on the tile found in PALLET_TOWN- (5,4). Return -- screenshots of the voxelization in .claude/voxelizations/ -- -- on one line, ready to paste into Claude. Every copy is also appended to -- SHOT_DIR/prompts.txt and printed to the console, because a session of this -- is a LIST of jobs -- you walk a map picking out every object worth shape -- and hand the list over at the end, rather than pasting one and waiting. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tile_pick.lua \ -- "/c/Program Files/LOVE/lovec.exe" . -- -- from the PROJECT ROOT, with this mod enabled. lovec rather than love, so -- the console is attached and the transcript alone is the list. -- -- ------- the keys -- -- arrows move the cursor (hold shift for 5 cells) -- click put the cursor on that tile -- [ ] previous / next map (shift: 10 at a time) -- c / enter COPY PROMPT for the tile under the cursor -- z zoom the inset in / out (shift: out) -- g what the plan shows: the map's own tiles, the walk grid over -- them, or the walk grid alone -- m HIDE the plan, so the window is the game -- the panel keeps -- the coordinates, the inset and the button, so a tile is -- still copied from here while looking at it standing up in 3D -- t stand the player on this tile, so the 3D view behind the -- panel is looking at the thing you are about to voxelize -- y screenshot (shift: with this panel in it) -- l re-print every prompt copied so far -- F1 the key legend on screen -- escape quit -- -- ------- environment -- -- TILE_MAPS=ID,ID work this list instead of every map in the game -- TILE_START=ID open on this map -- TILE_OUT=path where prompts.txt is written -- TILE_RUNG=N the voxel angle rung to sit on (default 3) -- SHOT_DIR=path screenshots, and the default prompt-list directory return function(game) local U = dofile("tests/drivers/util.lua") local function truthy(v) return v ~= nil and v ~= "" and v ~= "0" end local DIR = os.getenv("SHOT_DIR") if not DIR or DIR == "" then DIR = ".scratchpad/tile_pick" end local OUT = os.getenv("TILE_OUT") if not OUT or OUT == "" then OUT = DIR .. "/prompts.txt" end local RUNG = tonumber(os.getenv("TILE_RUNG") or "") or 3 -- U.shot's own mkdir is Unix-flavoured and does nothing on Windows, which -- is where this tool is driven from -- so the shell is asked in its own -- language, or the screenshots and the prompt list never reach disk. local WINDOWS = love.system and love.system.getOS() == "Windows" local function mkdirp(dir) if not dir or dir == "" then return end if WINDOWS then local d = dir:gsub("/", "\\") os.execute('if not exist "' .. d .. '" mkdir "' .. d .. '"') else os.execute('mkdir -p "' .. dir .. '" 2>/dev/null') end end mkdirp(DIR) mkdirp(OUT:match("^(.*)[/\\][^/\\]+$")) -- ------- the mod -- -- Only for the camera rung: the picking itself is engine-only, but the -- view behind the panel is what `t` is for, and a flat 2D world behind a -- 3D-tile picker would be looking at the wrong thing. local exports = game.mods and game.mods.exports local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib local Pipelines = require("src.render.Pipelines") local PaletteFX = require("src.render.PaletteFX") local Pokemon = require("src.pokemon.Pokemon") local wasRung if lib then local DayNight = lib.require("DayNight") DayNight.setting:setValue("day") -- one light to look at them all in wasRung = Pipelines.level("voxel") Pipelines.setLevel("voxel", RUNG) else U.log("DRAMATIC_SHAPE is not loaded -- the picker still works, but the " .. "view behind it will be the flat 2D map") end game.save.party = { Pokemon.new(game.data, "CHARIZARD", 45) } game.save.player.name = "RED" -- ------- which maps -- -- EVERY map, unlike the arena tools: a tile worth voxelizing is as likely -- to be a shop counter or a bedroom desk as anything on a route, and those -- are exactly the maps a "where can a fight happen" filter throws away. local ids = {} local explicit = os.getenv("TILE_MAPS") if explicit and explicit ~= "" then for id in explicit:gmatch("[^,%s]+") do ids[#ids + 1] = id end else for id, def in pairs(game.data.maps) do if type(id) == "string" and type(def) == "table" and def.width then ids[#ids + 1] = id end end table.sort(ids) end if #ids == 0 then U.log("no maps to work on") return end local S = { i = 1, map = nil, cx = 0, cy = 0, -- the cursor, in cells plan = nil, tiles = nil, -- the map baked from its own tileset planMode = 1, showPlan = true, -- is the plan drawn at all zoom = 5, -- how many cells across the inset shows msg = "", legend = true, copied = {}, -- every prompt this session, in order shooting = false, quit = false, planRect = nil, -- where the plan landed, for the mouse buttonRect = nil, -- and the button } local queue = {} local function post(cmd, arg) queue[#queue + 1] = { cmd = cmd, arg = arg } end local function say(fmt, ...) S.msg = select("#", ...) > 0 and fmt:format(...) or fmt end local function mapId() return ids[S.i] end -- ------- the prompt -- -- One line, and the ONLY thing this tool exists to produce. Kept in one -- function so the text that reaches the clipboard, the console and the -- file is provably the same text. local function promptFor(id, cx, cy) return ("run voxelize-tile on the tile found in %s- (%d,%d). " .. "Return screenshots of the voxelization in " .. ".claude/voxelizations/"):format(id, cx, cy) end local function copyPrompt() local text = promptFor(mapId(), S.cx, S.cy) local ok = false if love.system and love.system.setClipboardText then ok = pcall(love.system.setClipboardText, text) end S.copied[#S.copied + 1] = text -- The clipboard holds ONE of these and the session produces many, so the -- file is not a convenience -- it is where the list actually lives. Open -- per copy and closed again: a tool driving a game can be killed at any -- moment, and a buffered list is a lost afternoon. local f = io.open(OUT, "a") if f then f:write(text, "\n") f:close() end U.log("PROMPT " .. text) say("%s (%d,%d) copied%s -- %d so far", mapId(), S.cx, S.cy, ok and "" or " to the list only (no clipboard here)", #S.copied) end -- ------- what the map looks like from above -- -- Lifted from the arena editor, and for its reason: the plan is the -- surface a tile is chosen on, and a grid of coloured squares is a map of -- the walk grid rather than of the place. You are picking out a bookshelf. -- Baked once per map into a canvas, during UPDATE rather than inside a -- draw, because it binds a canvas of its own. local PLAN_MAX = 2048 local function paletteFor(m) local ow = game.overworld if ow and ow.paletteNameFor then local okName, name = pcall(ow.paletteNameFor, ow, m) if okName and name then local okPal, colours = pcall(PaletteFX.pal, game.data, name) if okPal and colours then return colours end end end local okOg, og = pcall(PaletteFX.ogBg) return okOg and og or nil end local function bakeTiles() if S.tiles then pcall(S.tiles.release, S.tiles) end S.tiles = nil local m = S.map if not (m and m.renderer and love.graphics and love.graphics.newCanvas) then return end local w, h = m.widthCells * 16, m.heightCells * 16 local scale = math.min(1, PLAN_MAX / math.max(w, h)) local okNew, canvas = pcall(love.graphics.newCanvas, math.max(1, math.floor(w * scale)), math.max(1, math.floor(h * scale))) if not (okNew and canvas) then return end -- Nearest, unlike the arena editor's plan: that one is a whole route -- minified to a panel, where nearest keeps a moire. This one gets -- magnified in the inset, where a tile has to be READABLE -- linear -- there is a smear of a bookshelf, and the drawing is the whole point. pcall(canvas.setFilter, canvas, "nearest", "nearest") local g = love.graphics local prev = g.getCanvas() local wasTrue = m.renderer.trueColor m.renderer.trueColor = false local ok, err = pcall(function() g.push("all") g.origin() g.setCanvas(canvas) g.clear(0, 0, 0, 0) g.setBlendMode("alpha") g.setColor(1, 1, 1, 1) g.scale(scale, scale) local shader = PaletteFX.shader() local colours = paletteFor(m) if shader and colours then g.setShader(shader) PaletteFX.sendColors(shader, colours) end m.renderer:drawMapOnly(0, 0, w, h) g.pop() end) m.renderer.trueColor = wasTrue if prev then pcall(g.setCanvas, prev) else pcall(g.setCanvas) end if not ok then pcall(canvas.release, canvas) U.log("could not bake the map's tiles: " .. tostring(err)) return end S.tiles = canvas end local PLAN_MODES = { "both", "tiles", "grid" } local CELL_COLOUR = { open = { 0.78, 0.74, 0.63 }, grass = { 0.33, 0.60, 0.30 }, water = { 0.24, 0.44, 0.78 }, warp = { 0.85, 0.68, 0.20 }, solid = { 0.17, 0.17, 0.20 }, } local function buildPlan() local m = S.map if not m then S.plan = nil return end local w, h = m.widthCells, m.heightCells local plan = { w = w, h = h } for cy = 0, h - 1 do for cx = 0, w - 1 do local kind if not m:isWalkableCell(cx, cy) then kind = m:isWaterCell(cx, cy) and "water" or "solid" elseif m:warpAtCell(cx, cy) or m:isWarpTileCell(cx, cy) then kind = "warp" elseif m.isGrassCell and m:isGrassCell(cx, cy) then kind = "grass" else kind = "open" end plan[cy * w + cx] = kind end end S.plan = plan end -- ------- moving between maps local function enterMap(index) S.i = ((index - 1) % #ids) + 1 local id = mapId() local ok, err = pcall(function() U.teleport(game, id, 1, 1, "down") end) if not ok then S.map, S.plan = nil, nil say("could not enter %s (%s)", id, tostring(err)) U.log(("SKIP %s -- could not enter (%s)"):format(id, tostring(err))) return end S.map = game.overworld.map buildPlan() bakeTiles() -- the middle of the map, which is where the furniture tends to be S.cx = math.floor(S.map.widthCells / 2) S.cy = math.floor(S.map.heightCells / 2) say("%s -- %dx%d cells", id, S.map.widthCells, S.map.heightCells) U.log(("MAP %s (%d/%d) %dx%d cells"):format(id, S.i, #ids, S.map.widthCells, S.map.heightCells)) end -- ------- the frame -- -- The driver harness turns the frame cap off (a scripted run is not -- paced), so each step is held to a 60th of a second by hand. local lastT = love.timer.getTime() local function step(n) for _ = 1, (n or 1) do local rest = (1 / 60) - (love.timer.getTime() - lastT) if rest > 0 then love.timer.sleep(rest) end lastT = love.timer.getTime() U.wait(1) end end local function shoot(withHud) -- the plan being away is part of what a panel shot IS, or the two write -- one file twice and whichever came last is the only one kept local tag = "" if withHud then tag = S.showPlan and "_panel" or "_panel_noplan" end local name = ("%s_x%d_y%d%s"):format(mapId():lower(), S.cx, S.cy, tag) local path = ("%s/%s.png"):format(DIR, name) S.shooting = not withHud game.capturePath = path for _ = 1, 120 do if not game.capturePath then break end step(1) end step(2) S.shooting = false local f = io.open(path, "rb") if f then f:close() say("shot %s.png", name) U.log("SHOT " .. path) else say("screenshot did not reach disk: %s", path) end end -- Stand the player on the tile, so the world behind the panel is looking -- at the thing about to be voxelized. The tile itself is usually SOLID -- -- a counter, a shelf, a house -- so the walk of shame outwards: the -- nearest walkable cell to it, searched in rings, which is where a player -- would have to stand to see it anyway. local function standHere() local m = S.map if not m then return end for r = 0, 6 do for dy = -r, r do for dx = -r, r do if math.max(math.abs(dx), math.abs(dy)) == r then local x, y = S.cx + dx, S.cy + dy if m:inBounds(x, y) and m:isWalkableCell(x, y) then game.overworld.player.cellX = x game.overworld.player.cellY = y say("standing at %d,%d", x, y) return end end end end end say("nowhere walkable within 6 cells of %d,%d", S.cx, S.cy) end -- ------- the keys local function shifted() return love.keyboard.isDown("lshift") or love.keyboard.isDown("rshift") end local function moveCursor(dx, dy) local m = S.map if not m then return end local n = shifted() and 5 or 1 S.cx = math.max(0, math.min(m.widthCells - 1, S.cx + dx * n)) S.cy = math.max(0, math.min(m.heightCells - 1, S.cy + dy * n)) end local function handle(key) if key == "left" then moveCursor(-1, 0) return true end if key == "right" then moveCursor(1, 0) return true end if key == "up" then moveCursor(0, -1) return true end if key == "down" then moveCursor(0, 1) return true end if key == "[" then post("map", shifted() and -10 or -1) return true end if key == "]" then post("map", shifted() and 10 or 1) return true end if key == "c" or key == "return" or key == "kpenter" then copyPrompt() return true end if key == "z" then S.zoom = math.max(3, math.min(21, S.zoom + (shifted() and 2 or -2))) return true end if key == "g" then S.planMode = (S.planMode % #PLAN_MODES) + 1 say("plan: %s", PLAN_MODES[S.planMode]) return true end -- The plan covers most of the window, and the thing UNDER it is the game -- -- the tile standing up in 3D, which is what the voxelizing is for. -- With the plan away, the panel still carries the coordinates, the inset -- and the button, so a tile can still be copied while looking at it. if key == "m" then S.showPlan = not S.showPlan say("plan %s", S.showPlan and "shown" or "hidden -- the game is under it") return true end if key == "t" then standHere() return true end if key == "y" then post("shot", shifted() and "hud" or nil) return true end if key == "l" then if #S.copied == 0 then U.log("nothing copied yet") else for i, t in ipairs(S.copied) do U.log(("%3d %s"):format(i, t)) end end say("%d prompt%s printed to the console", #S.copied, #S.copied == 1 and "" or "s") return true end if key == "f1" then S.legend = not S.legend return true end if key == "escape" then S.quit = true return true end return false end local innerKey = love.keypressed function love.keypressed(key, scancode, isrepeat) local ok, claimed = pcall(handle, key) if ok and claimed then return end if not ok then U.log("key error: " .. tostring(claimed)) end if innerKey then return innerKey(key, scancode, isrepeat) end end -- The mouse is the reason this tool is faster than counting cells: click -- the bookshelf, read the coordinates back off the panel, copy. Both hit -- tests read rectangles the draw left behind, so what is clickable is -- exactly what was drawn -- no second copy of the layout to drift. local innerMouse = love.mousepressed function love.mousepressed(x, y, button, istouch, presses) if button == 1 then local b = S.buttonRect if b and x >= b[1] and y >= b[2] and x <= b[1] + b[3] and y <= b[2] + b[4] then copyPrompt() return end local r = S.planRect if r and S.map and x >= r.x and y >= r.y and x <= r.x + r.w and y <= r.y + r.h then S.cx = math.max(0, math.min(S.map.widthCells - 1, math.floor((x - r.x) / r.cell))) S.cy = math.max(0, math.min(S.map.heightCells - 1, math.floor((y - r.y) / r.cell))) return end end if innerMouse then return innerMouse(x, y, button, istouch, presses) end end -- ------- the overlay local font = love.graphics.newFont(13) local smallFont = love.graphics.newFont(11) local bigFont = love.graphics.newFont(16) local function drawPlan(x, y, w, h) local plan = S.plan S.planRect = nil if not plan then return end local g = love.graphics local cell = math.min(w / plan.w, h / plan.h) if cell < 1 then cell = 1 end local pw, ph = plan.w * cell, plan.h * cell local ox, oy = x + (w - pw) / 2, y + (h - ph) / 2 S.planRect = { x = ox, y = oy, w = pw, h = ph, cell = cell } g.setColor(0, 0, 0, 0.55) g.rectangle("fill", ox - 4, oy - 4, pw + 8, ph + 8) local mode = PLAN_MODES[S.planMode or 1] if S.tiles and mode ~= "grid" then g.setColor(1, 1, 1, 1) g.draw(S.tiles, ox, oy, 0, pw / S.tiles:getWidth(), ph / S.tiles:getHeight()) end if mode ~= "tiles" then local alpha = (mode == "grid" or not S.tiles) and 1 or 0.22 for cy = 0, plan.h - 1 do for cx = 0, plan.w - 1 do local kind = plan[cy * plan.w + cx] local c = CELL_COLOUR[kind] if c and not (alpha < 1 and kind == "open") then g.setColor(c[1], c[2], c[3], alpha) g.rectangle("fill", ox + cx * cell, oy + cy * cell, cell, cell) end end end end local ow = game.overworld if ow and ow.player then g.setColor(1, 1, 1, 0.8) g.circle("fill", ox + (ow.player.cellX + 0.5) * cell, oy + (ow.player.cellY + 0.5) * cell, math.max(2, cell * 0.4)) end -- The cursor, with crosshair arms out to the edges of the plan. On a -- route the cell is three pixels across and a box round it is invisible; -- the arms are what actually says WHICH one is selected. local cx, cy = ox + S.cx * cell, oy + S.cy * cell g.setColor(1, 0.85, 0.2, 0.35) g.setLineWidth(1) g.line(ox, cy + cell / 2, ox + pw, cy + cell / 2) g.line(cx + cell / 2, oy, cx + cell / 2, oy + ph) g.setColor(1, 0.85, 0.2, 1) g.setLineWidth(2) g.rectangle("line", cx - 1, cy - 1, cell + 2, cell + 2) g.setLineWidth(1) g.setColor(1, 1, 1, 1) end -- The tile itself, magnified. The whole judgement this tool supports is -- "is THAT the drawing I mean to voxelize", and at plan scale a cell is a -- few pixels. Drawn as a scissored blow-up of the same baked canvas rather -- than a second render of the map: one bake, one truth. local function drawInset(x, y, size) local g = love.graphics g.setColor(0, 0, 0, 0.7) g.rectangle("fill", x - 3, y - 3, size + 6, size + 6) if not (S.tiles and S.map) then return end local span = S.zoom -- cells across the inset local pxPerCell = S.tiles:getWidth() / S.map.widthCells local mag = size / (span * pxPerCell) -- the top-left canvas pixel the inset starts at, so the cursor's cell -- sits in the middle of it local sx = (S.cx + 0.5 - span / 2) * pxPerCell local sy = (S.cy + 0.5 - span / 2) * pxPerCell g.setScissor(x, y, size, size) g.setColor(1, 1, 1, 1) g.draw(S.tiles, x - sx * mag, y - sy * mag, 0, mag, mag) g.setScissor() local cell = size / span local mx = x + size / 2 - cell / 2 local my = y + size / 2 - cell / 2 g.setColor(1, 0.85, 0.2, 1) g.setLineWidth(2) g.rectangle("line", mx, my, cell, cell) g.setLineWidth(1) g.setColor(1, 1, 1, 1) end local LEGEND = { "arrows move the cursor (shift x5)", "click put the cursor on that tile", "[ ] previous / next map (shift x10)", "c COPY PROMPT (also enter, also the button)", "z zoom the inset in (shift: out)", "g plan: tiles / walk grid / both", "m hide the plan (the game is under it)", "t stand the player on this tile", "y screenshot (shift: with this panel)", "l list every prompt copied so far", "F1 this list escape quit", } local function drawOverlay() local g = love.graphics local W, H = g.getDimensions() local panel = math.min(320, math.floor(W * 0.34)) g.setColor(0, 0, 0, 0.72) g.rectangle("fill", 0, 0, panel, H) local y = 10 g.setFont(bigFont) g.setColor(1, 1, 1, 1) g.print(mapId(), 10, y) y = y + 22 g.setFont(font) g.setColor(0.72, 0.78, 0.9, 1) g.print(("map %d / %d"):format(S.i, #ids), 10, y) y = y + 20 -- the coordinates, big, because they are what the prompt is made of and -- what gets read back against the game g.setFont(bigFont) g.setColor(1, 0.85, 0.2, 1) g.print(("tile (%d,%d)"):format(S.cx, S.cy), 10, y) y = y + 24 g.setFont(smallFont) g.setColor(0.8, 0.8, 0.85, 1) local m = S.map if m then local okTile, tile = pcall(m.cellTile, m, S.cx, S.cy) local kind = S.plan and S.plan[S.cy * S.plan.w + S.cx] or "?" -- tileset and tile id are not in the prompt, and are here anyway: they -- are what the skill's data files are keyed by, so this is the line -- that tells you two different-looking cells are the same drawing g.print(("tileset %s tile %s %s") :format(tostring(m.def and m.def.tileset), okTile and tostring(tile) or "?", kind), 10, y) y = y + 16 g.print(("block (%d,%d)"):format(math.floor(S.cx / 2), math.floor(S.cy / 2)), 10, y) y = y + 18 end -- the inset local inset = math.min(panel - 20, 180) drawInset(10, y, inset) y = y + inset + 14 -- THE BUTTON. A real rectangle with a real hit test, not a hint that a -- key exists: the tool is used with one hand on the mouse walking a map, -- and reaching for the keyboard per tile is the whole friction. local bw, bh = panel - 20, 34 S.buttonRect = { 10, y, bw, bh } local mx, my = love.mouse.getPosition() local hot = mx >= 10 and my >= y and mx <= 10 + bw and my <= y + bh g.setColor(hot and 0.30 or 0.18, hot and 0.62 or 0.42, hot and 0.34 or 0.22, 1) g.rectangle("fill", 10, y, bw, bh, 5, 5) g.setColor(0.45, 0.9, 0.55, 1) g.rectangle("line", 10, y, bw, bh, 5, 5) g.setFont(font) g.setColor(1, 1, 1, 1) local label = "COPY PROMPT" g.print(label, 10 + (bw - font:getWidth(label)) / 2, y + 9) y = y + bh + 12 -- what it will copy, shown in full and wrapped: the prompt is the -- product, so it is never hidden behind the button that makes it g.setFont(smallFont) g.setColor(0.65, 0.75, 0.85, 1) local preview = promptFor(mapId(), S.cx, S.cy) local _, lines = smallFont:getWrap(preview, panel - 20) for _, l in ipairs(lines) do g.print(l, 10, y) y = y + 13 end y = y + 8 g.setColor(0.55, 0.9, 0.6, 1) local _, outLines = smallFont:getWrap( ("%d copied -> %s"):format(#S.copied, OUT), panel - 20) for _, l in ipairs(outLines) do g.print(l, 10, y) y = y + 13 end y = y + 5 if S.msg ~= "" then g.setColor(1, 0.9, 0.6, 1) local _, msgLines = smallFont:getWrap(S.msg, panel - 20) for _, l in ipairs(msgLines) do g.print(l, 10, y) y = y + 13 end y = y + 6 end if S.legend then y = y + 6 g.setColor(0.75, 0.8, 0.9, 1) for _, l in ipairs(LEGEND) do g.print(l, 10, y) y = y + 14 end end if S.showPlan then local px = panel + 12 drawPlan(px, 12, W - px - 12, H - 24) else -- and with nothing drawn there, nothing there is clickable: the mouse -- reads the rectangle the draw leaves behind, so clearing it is what -- stops a click on the game moving the cursor S.planRect = nil end g.setColor(1, 1, 1, 1) end local innerDraw = love.draw function love.draw() if innerDraw then innerDraw() end if S.shooting then return end local g = love.graphics g.push("all") g.origin() local ok, err = pcall(drawOverlay) g.pop() if not ok and not S.drawWarned then S.drawWarned = true U.log("overlay draw failed: " .. tostring(err)) end end -- ------- the session U.log("tile picker -- " .. #ids .. " maps") for _, l in ipairs(LEGEND) do U.log(" " .. l) end U.log("prompts append to " .. OUT) local start = os.getenv("TILE_START") local at = 1 if start and start ~= "" then for i, id in ipairs(ids) do if id == start then at = i break end end end enterMap(at) local function dispatch(job) if job.cmd == "map" then enterMap(S.i + job.arg) elseif job.cmd == "shot" then shoot(job.arg == "hud") end end -- One frame of the session: the next thing a key asked for, or a frame of -- standing still while the game runs underneath. Map changes and captures -- go through the queue rather than happening inside the key handler -- -- both of them bind canvases, and doing that from inside love.keypressed -- is doing it inside the engine's own frame. local function pump(frames) for _ = 1, (frames or 1) do local job = table.remove(queue, 1) if job then dispatch(job) else step(1) end if S.quit then return end end end -- ------- TILE_SELFTEST=1: the same session, with the keys pressed for you -- -- Not a substitute for sitting in front of it -- the thing this tool is -- judged on is whether a bookshelf is recognisable in the inset -- but it -- proves the session starts, both wraps hold, every key path runs, a map -- change re-bakes, and a prompt reaches the clipboard and the file. Which -- is the whole of what can fail without a person noticing. if truthy(os.getenv("TILE_SELFTEST")) then OUT = DIR .. "/selftest_prompts.txt" local function press(key, frames) local ok, err = pcall(handle, key) if not ok then U.log("SELFTEST key " .. key .. " failed: " .. tostring(err)) end pump(frames or 20) end press("right") press("down") press("left") press("up") press("c") -- a prompt, copied press("z") -- the inset both ways press("z") press("g") -- each way of drawing the plan press("g") press("g") press("t") -- stand on it press("m") -- the plan away, and back -- with a shot of post("shot", "hud") -- the window without it, which is the only pump(240) -- thing that proves the panel stands alone press("m") press("]", 90) -- the next map, which re-bakes press("c") -- and a prompt from there press("[", 90) -- back press("y", 240) -- a screenshot of the world post("shot", "hud") -- and one WITH the panel, which is the only pump(240) -- thing that proves the overlay draws press("l") -- the list press("f1") -- the click paths, which the key presses above never touch local b = S.buttonRect if b then love.mousepressed(b[1] + 4, b[2] + 4, 1) pump(20) end local r = S.planRect if r then love.mousepressed(r.x + r.w * 0.5, r.y + r.h * 0.5, 1) pump(20) end U.log(("SELFTEST %d prompts, cursor %d,%d on %s -- %s") :format(#S.copied, S.cx, S.cy, mapId(), tostring(S.msg))) press("escape", 5) S.quit = true end while not S.quit do pump(1) end -- Hand the install back the way it was found. if S.tiles then pcall(S.tiles.release, S.tiles) end love.draw = innerDraw love.keypressed = innerKey love.mousepressed = innerMouse if wasRung then pcall(Pipelines.setLevel, "voxel", wasRung) end if #S.copied > 0 then U.log(("-- %d prompt%s this session"):format(#S.copied, #S.copied == 1 and "" or "s")) for i, t in ipairs(S.copied) do U.log(("%3d %s"):format(i, t)) end end U.log("done -- " .. OUT) end