Files
DramaticShape 1a283d6771 bump version
2026-08-02 00:14:13 -04:00

81 lines
2.8 KiB
Lua

-- Scratch driver: the Cerulean gym and the houses beside it, shot at
-- several camera rungs with V-CURVE walked OFF..3, to see what the world
-- bend does to a building's roof.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_curve_shots.lua \
-- SHOT_DIR=.scratchpad/roofcurve AB_TAG=before 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/roofcurve")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[roof] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local WorldCurve = V.require("WorldCurve")
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(30)
end
-- the gym door is CERULEAN_CITY (30,19); the bike shop and the row of
-- houses along the west side give a second, smaller roof in frame
local SCENES = {
{ map = "CERULEAN_CITY", x = 30, y = 20, face = "up", label = "gym" },
{ map = "CERULEAN_CITY", x = 27, y = 21, face = "up", label = "gymwide" },
{ map = "PALLET_TOWN", x = 5, y = 6, face = "up", label = "house" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
for _, curve in ipairs({ 0, 3 }) do
U.teleport(game, s.map, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
WorldCurve.setting:setIndex(curve + 1, game)
settle()
local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve)
game.capturePath = path
U.wait(8)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[roof] capture missed: " .. path) end
end
end
end
print(("[roof] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end