-- Scratch driver: Celadon Gym's little tree ($40/$41 over $50/$51, -- one cell) at CELADON_GYM (5,7), flanked by the hedge cylinders. -- Front and back, voxel rung (5) and flat rung (3). Same spots BEFORE -- and AFTER the pin change. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tree_shots.lua \ -- SHOT_DIR=.scratchpad/celtree AB_TAG=before "/c/Program Files/LOVE/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/celtree") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[celtree] DRAMATIC_SHAPE is not loaded") love.event.quit() return end local V = handle.lib do -- prove the RUNNING mod sees the pin we think it does local TS = V.require("TileShape") local shapes = TS.forMap({ tileset = { id = "GYM", imageWidth = 128, imageHeight = 48 } }) for _, t in ipairs({ 64, 80 }) do local s = shapes[t] print("[celtree] running-mod GYM tile " .. t .. ": " .. (s and (tostring(s.class) .. "/" .. tostring(s.art) .. " h=" .. tostring(s.h)) or "nil")) end end 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 = { -- the tree at (5,7) seen from the south = its front { map = "CELADON_GYM", x = 5, y = 8, face = "up", label = "tree_front" }, -- the same tree from the north = its back { map = "CELADON_GYM", x = 5, y = 6, face = "down", label = "tree_back" }, -- a step further back so the whole tree fits over the hedges { map = "CELADON_GYM", x = 5, y = 9, face = "up", label = "tree_far" }, -- from the open floor west of it, edge-on { map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "tree_west" }, -- the second placement at (7,5), unobstructed in the east garden { map = "CELADON_GYM", x = 7, y = 7, face = "up", label = "tree2_front" }, { map = "CELADON_GYM", x = 8, y = 5, face = "left", label = "tree2_east" }, { map = "CELADON_GYM", x = 7, y = 3, face = "down", label = "tree2_back" }, } 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 for _, rung in ipairs({ 5, 3 }) do Pipelines.setLevel("voxel", rung) Pipelines.setLevel("tiltshift", 0) settle() local path = ("%s/%s_r%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("[celtree] capture missed: " .. path) end end else print("[celtree] teleport failed: " .. s.map) end end print(("[celtree] %d shots into %s"):format(shots, ROOT)) love.event.quit() end