Files
2026-08-03 17:35:58 -04:00

212 lines
7.5 KiB
Lua

-- Scratch driver: the cameras the player steers -- the third-person boom's
-- zoom, and the battle shot's orbit, climb and lens, including the far
-- stops (side-on, 45 degrees up) and what BACK SPRITES takes away.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/cam_shots.lua \
-- SHOT_DIR=.scratchpad/camshots 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/cam")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[cam] DRAMATIC_SHAPE mod not loaded")
return love.event.quit()
end
local V = handle.lib
local FirstPerson = V.require("FirstPerson")
local ThirdPerson = V.require("ThirdPerson")
local BattleCam = V.require("BattleCam")
local OverworldBattle = V.require("OverworldBattle")
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
-- The flower's animation frame, pinned per shot rather than left to the
-- clock: the mesh spans the union of every frame and each one is cut back
-- out in texture space, so a gap that only opens on frame 2 is invisible
-- to a driver that always photographs frame 0 -- which is exactly how the
-- first cut of the closed sides shipped looking correct.
local ANIM = { frame = 0 }
TileRenderer.animFrame = function() return ANIM.frame end
DayNight.setting:sync("day")
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local shots = 0
local function shot(name)
if U.shot(game, ("%s/%s.png"):format(ROOT, name)) then
shots = shots + 1
end
end
-- ------- the boom's zoom
U.teleport(game, "PALLET_TOWN", 13, 14, "down")
Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
Pipelines.setLevel("tiltshift", 0)
settle()
for _ = 1, 200 do
if FirstPerson.blend >= 1 then break end
U.wait(1)
end
FirstPerson.yaw = math.pi
U.wait(20)
for _, z in ipairs({ "min", "default", "max" }) do
ThirdPerson.zoomGoal = (z == "min" and ThirdPerson.ZOOM_MIN)
or (z == "max" and ThirdPerson.ZOOM_MAX) or 1
for _ = 1, 90 do U.wait(1) end
print(("[cam] boom %-8s zoom %.2f len %.1f"):format(z, ThirdPerson.zoom,
ThirdPerson.len))
shot("boom_" .. z)
end
ThirdPerson.zoomGoal = 1
U.wait(60)
-- ------- the standees' closed sides
--
-- Pallet's flower beds and Route 1's tall grass, from a low camera close
-- in -- the angle that showed the slabs were open at the ends of every
-- run and let you see straight through them.
ThirdPerson.zoomGoal = ThirdPerson.ZOOM_MIN
for _, s in ipairs({
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
pitch = math.rad(6), label = "flowers_low" },
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 3 * math.pi / 4,
pitch = math.rad(30), label = "flowers_angled" },
{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi,
pitch = math.rad(8), label = "grass_low" },
}) do
U.teleport(game, s.map, s.x, s.y, "down")
settle()
FirstPerson.yaw, FirstPerson.pitch = s.yaw, s.pitch
U.wait(60)
-- EVERY animation frame, because a gap the union closed and a frame
-- reopens is only visible on that frame
for f = 0, 3 do
ANIM.frame = f
U.wait(6)
shot(("%s_f%d"):format(s.label, f))
end
ANIM.frame = 0
end
ThirdPerson.zoomGoal = 1
U.wait(60)
-- ------- the battle shot
--
-- Staged the way the game stages one, then steered to each stop with the
-- module's own entry points -- the same ones the wheel, the stick and a
-- drag reach.
Pipelines.setLevel("voxel", 4)
U.wait(60)
do
-- Somebody to fight WITH: a fresh driver save has an empty party, and
-- a trainer battle with nobody to send out ends on the frame it starts
-- -- which is what made every steered shot below sample a dead session.
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = {
Pokemon.new(game.data, "CHARIZARD", 45),
Pokemon.new(game.data, "PIKACHU", 40),
}
game.save.player.name = "RED"
local BattleState = require("src.battle.BattleState")
local class = next(game.data.trainers)
local battle = BattleState.newTrainer(game, class, 1)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
end
-- The wipe, then just enough of the send-out chatter to get both mons
-- standing on the arena -- and NOT one tap more. A is also FIGHT and then
-- the first move, so tapping past the intro starts an exchange and the
-- fight can be over before the camera has been steered anywhere.
U.wait(70)
for _ = 1, 40 do
if OverworldBattle.shot() then break end
U.tap(game, "a")
U.wait(10)
end
U.wait(60)
print(("[cam] staged: arena %s shot %s top %s")
:format(tostring(OverworldBattle.arena() ~= nil),
tostring(OverworldBattle.shot() ~= nil),
tostring(game.stack:top() ~= game.overworld)))
if not OverworldBattle.shot() then
print("[cam] no staged battle -- skipping the battle shots")
print(("[cam] %d shots into %s"):format(shots, ROOT))
return love.event.quit()
end
local function settleCam(label)
for _ = 1, 120 do U.wait(1) end
print(("[cam] battle %-20s orbit %.2f/%.2f pitch %.2f/%.2f "
.. "zoom %.2f/%.2f steerable %s live %s")
:format(label, BattleCam.orbit, BattleCam.orbitGoal,
BattleCam.pitch, BattleCam.pitchGoal,
BattleCam.zoom, BattleCam.zoomGoal,
tostring(BattleCam.steerable),
tostring(OverworldBattle.shot() ~= nil)))
shot("battle_" .. label)
end
BattleCam.recentre()
settleCam("home")
-- right to the stop: this must land SQUARE to the arena's axis
BattleCam.dragOrbit(10)
settleCam("side_on")
-- and there is nothing to the left of home
BattleCam.recentre()
BattleCam.dragOrbit(-10)
settleCam("left_stop")
-- up to the stop, and refusing to go below home
BattleCam.recentre()
BattleCam.dragPitch(10)
settleCam("high")
BattleCam.recentre()
BattleCam.dragPitch(-10)
settleCam("low_stop")
-- the lens at both ends
BattleCam.recentre()
for _ = 1, 40 do BattleCam.stepZoom(-1) end
settleCam("zoom_in")
BattleCam.recentre()
for _ = 1, 40 do BattleCam.stepZoom(1) end
settleCam("zoom_out")
-- everything at once, which is the shot a player would actually build
BattleCam.recentre()
BattleCam.dragOrbit(0.55)
BattleCam.dragPitch(0.5)
for _ = 1, 4 do BattleCam.stepZoom(-1) end
settleCam("steered")
-- What BACK SPRITES takes away is NOT shot here: the flag it works
-- through is re-derived from the row every frame
-- (OverworldBattle.update), so a driver cannot hold it down for the
-- hundred-odd frames a settled shot needs, and a picture that claimed to
-- show a locked camera while the camera was in fact free would be worse
-- than no picture. The suite asserts it instead, on both axes and the
-- lens, and on the RIG as well as on the inputs.
BattleCam.recentre()
print(("[cam] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end