-- Scratch driver: shots of the 1ST (first-person) rung -- the rig standing -- in the player's head, billboards yawing to face it, the sky meeting the -- horizon, the shadow box following the look, water seen from eye level, -- and an interior with its figures. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/fp_shots.lua \ -- SHOT_DIR=.scratchpad/fpshots 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/fp") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[fp] DRAMATIC_SHAPE mod not loaded") return love.event.quit() end local V = handle.lib local FirstPerson = V.require("FirstPerson") local ChunkMesher = V.require("ChunkMesher") local Voxel = V.require("VoxelState") local DayNight = V.require("DayNight") pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null') pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul') 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") local Zoom = require("src.render.Zoom") pcall(function() game.save.options.zoom = 0 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 FirstPerson.blend >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end U.wait(1) end U.wait(40) end -- Teleport to the nearest WALKABLE cell: a guessed coordinate inside a -- building footprint buries the eye in the geometry, which is what the -- first cut of every Pallet shot did. local function place(mapId, x, y) U.teleport(game, mapId, x, y, "down") local ow = game.stack:top() local map = ow and ow.map if not map or map:isWalkableCell(x, y) then return end for r = 1, 8 do for dy = -r, r do for dx = -r, r do if math.max(math.abs(dx), math.abs(dy)) == r then local cx, cy = x + dx, y + dy if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then U.teleport(game, mapId, cx, cy, "down") print(("[fp] (%d,%d) not walkable; standing at (%d,%d)") :format(x, y, cx, cy)) return end end end end end end -- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west local SCENES = { -- Pallet Town, mid-street: houses, the lab, NPCs -- the town seen -- from inside it, in each compass direction plus a diagonal { map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" }, { map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" }, { map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" }, { map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4, label = "pallet_diag" }, -- the shoreline: water at eye level, which is where the battle pass -- says a low placed camera reads the reflection wrong -- the shot -- decides whether 1ST keeps it { map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" }, -- looking up: the sky's bands and the horizon line { map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, pitch = -math.rad(25), label = "pallet_skyward" }, -- and down: the ground, the feet-level shadow { map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, pitch = math.rad(45), label = "pallet_down" }, -- Route 1: grass rows and ledges from inside them { map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" }, -- an interior: the Center's counter, machines and couch figures { map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi, label = "center_north" }, { map = "VIRIDIAN_POKECENTER", x = 6, y = 4, yaw = -math.pi / 2, label = "center_west" }, } local shots = 0 for _, s in ipairs(SCENES) do place(s.map, s.x, s.y) Pipelines.setLevel("voxel", Voxel.FP_LEVEL) Pipelines.setLevel("tiltshift", 0) settle() FirstPerson.yaw = s.yaw FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT U.wait(20) if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then shots = shots + 1 end end -- one mid-blend shot: step the ladder onto 1ST from 75 and catch the -- dive halfway place("PALLET_TOWN", 13, 14) Pipelines.setLevel("voxel", 5) settle() Pipelines.setLevel("voxel", Voxel.FP_LEVEL) for _ = 1, 300 do if FirstPerson.blend >= 0.5 then break end U.wait(1) end if U.shot(game, ROOT .. "/blend_mid.png") then shots = shots + 1 end -- ------- the free walk, exercised -- -- Hold forward with the head yawed off-grid and confirm the player -- GLIDES: the position moves along the look direction, lands off the -- 16px grid (which no grid step can do), and the logical cell follows. place("PALLET_TOWN", 13, 14) Pipelines.setLevel("voxel", Voxel.FP_LEVEL) settle() local ow = game.stack:top() local p = ow.player FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid FirstPerson.pitch = FirstPerson.PITCH_DEFAULT local x0, y0, c0x, c0y = p.px, p.py, p.cellX, p.cellY U.hold(game, "up", 90) U.wait(5) local moved = math.abs(p.px - x0) + math.abs(p.py - y0) print(("[fp] walk: (%.1f,%.1f) cell(%d,%d) -> (%.1f,%.1f) cell(%d,%d)") :format(x0, y0, c0x, c0y, p.px, p.py, p.cellX, p.cellY)) print(("[fp] walk moved %.1f px; off-grid: %s; diagonal: %s") :format(moved, tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0), tostring(math.abs(p.px - x0) > 8 and math.abs(p.py - y0) > 8))) if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end print(("[fp] %d shots into %s"):format(shots, ROOT)) love.event.quit() end