-- Scratch driver: the round tables of the Celadon diner and the Mart -- roof terrace (the diner_round_table template's four placements). -- Shot at the voxel rung (5) and the flat rung (3), front/back/side of -- the diner table at cells (0,5):(1,6) plus the terrace pair. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/table_shots.lua \ -- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \ -- 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 "mods/DramaticShapeVoxelMod/.claude/voxelizations") local TAG = os.getenv("AB_TAG") or "shot" local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[table] DRAMATIC_SHAPE is not loaded") return end local V = handle.lib local Buildings = V.require("Buildings") 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 diner table at (0,5):(1,6), seen from the south = its front { map = "CELADON_DINER", x = 1, y = 7, face = "up", label = "diner_front" }, -- the same table from the north = its back (standing between the two) { map = "CELADON_DINER", x = 0, y = 4, face = "down", label = "diner_back" }, -- edge-on from the east { map = "CELADON_DINER", x = 3, y = 5, face = "left", label = "diner_side" }, -- the roof terrace's table at (4,2):(5,3), from the south { map = "CELADON_MART_ROOF", x = 4, y = 4, face = "up", label = "roof_front" }, } 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() -- prove which models the RUNNING mod built for this map local st = Buildings.stats() local keys = {} for k, v in pairs(st) do keys[#keys + 1] = ("%s(v=%d)"):format(k, v.voxels) end table.sort(keys) print(("[table] %s r%d models: %s"):format(s.label, rung, #keys > 0 and table.concat(keys, " ") or "none")) local path = ("%s/%s_%s_r%d.png"):format(ROOT, TAG, 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("[table] capture missed: " .. path) end end else print("[table] teleport failed: " .. s.map) end end print(("[table] %d shots into %s"):format(shots, ROOT)) love.event.quit() end