-- Scratch driver: the overworld cuttable tree ($2D/$2E/$3D/$3E, one -- cell) at PEWTER_CITY (26,4) -- it sits in a gap of the border tree -- wall, so shoot from the open grass east/west and the path south. -- Same spots BEFORE and AFTER the pin change. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/cuttree_shots.lua \ -- SHOT_DIR=.scratchpad/cuttree 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/cuttree") .. "/" .. (os.getenv("AB_TAG") or "after") local handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[cuttree] 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 = "OVERWORLD", imageWidth = 128, imageHeight = 48 } }) for _, t in ipairs({ 45, 61 }) do local s = shapes[t] print("[cuttree] running-mod OVERWORLD 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 = { -- open grass west of the tree, edge-on { map = "PEWTER_CITY", x = 25, y = 4, face = "right", label = "cut_west" }, -- open grass east of it { map = "PEWTER_CITY", x = 27, y = 4, face = "left", label = "cut_east" }, -- the path south, seeing its front over the tree wall gap { map = "PEWTER_CITY", x = 26, y = 6, face = "up", label = "cut_front" }, -- one step closer on the gap's south side { map = "PEWTER_CITY", x = 26, y = 5, face = "up", label = "cut_near" }, -- Cerulean's lone cut tree at (19,28): open grass to its south { map = "CERULEAN_CITY", x = 19, y = 30, face = "up", label = "cer_front" }, { map = "CERULEAN_CITY", x = 19, y = 29, face = "up", label = "cer_near" }, { map = "CERULEAN_CITY", x = 20, y = 29, face = "up", label = "cer_diag" }, } 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("[cuttree] capture missed: " .. path) end end else print("[cuttree] teleport failed: " .. s.map) end end print(("[cuttree] %d shots into %s"):format(shots, ROOT)) love.event.quit() end