-- Scratch driver: the CELADON_MANSION_1F square table (buildings -- template mansion_square_table, cells (0,6):(1,7)). Shot at the voxel -- rung (5) and the flat rung (3) for orientation, front/back/side. -- -- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mansion_shots.lua \ -- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \ -- "/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 handle = game.mods.exports["DRAMATIC_SHAPE"] if not (handle and handle.lib) then print("[mansion] DRAMATIC_SHAPE is not loaded") return end local V = handle.lib do -- prove the RUNNING mod's profile carries the new template local ok, s = pcall(V.data, "voxel_heights") local found = false if ok and type(s) == "table" and s.buildings and s.buildings.MANSION then for _, t in ipairs(s.buildings.MANSION) do if t.id == "mansion_square_table" then found = true end end end print("[mansion] running-mod mansion_square_table: " .. tostring(found)) 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 rung-5 camera looks north from ~4 cells south of the player, so -- the room's 16-voxel south wall hides the 6-voxel table at the low -- rung; rungs 4 and 3 pitch over it. Stand just south of the table. { map = "CELADON_MANSION_1F", x = 1, y = 8, face = "up", label = "sqtable" }, { map = "CELADON_MANSION_1F", x = 2, y = 6, face = "left", label = "sqtable_beside" }, } 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, 4, 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("[mansion] capture missed: " .. path) end end else print("[mansion] teleport failed: " .. s.map) end end print(("[mansion] %d shots into %s"):format(shots, ROOT)) love.event.quit() end