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

93 lines
3.7 KiB
Lua

-- Scratch driver: shots of the `bookcase` class across the tilesets that
-- pin it, for the shelf-front relief. Two of them are NOT shelves --
-- the League's gate walls and the terraces on PLATEAU -- and are here as
-- the control: their courses run edge to edge, so nothing should sink.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/shelf_relief_shots.lua \
-- SHOT_DIR=.scratchpad/shelves 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/shelves")
.. "/" .. (os.getenv("AB_TAG") or "before")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[shelf] 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")
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 = {
{ map = "OAKS_LAB", x = 7, y = 2, face = "up", label = "dojo_lab" },
{ map = "CELADON_MANSION_2F", x = 2, y = 4, face = "up", label = "mansion_2f" },
{ map = "CELADON_MART_2F", x = 5, y = 5, face = "up", label = "lobby_mart" },
{ map = "MUSEUM_1F", x = 2, y = 4, face = "up", label = "museum" },
{ map = "VIRIDIAN_MART", x = 3, y = 5, face = "up", label = "mart" },
{ map = "SS_ANNE_CAPTAINS_ROOM", x = 5, y = 2, face = "up", label = "ship" },
-- the controls, both of them tilesets that borrow the collapse for
-- something that is NOT a shelf and say so with `bookcase_relief =
-- false`: the League's masonry gate walls, and Bill's transporter
-- drums. Nothing in either may move.
{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up", label = "plateau" },
{ map = "BILLS_HOUSE", x = 2, y = 3, face = "up", label = "bills" },
-- the house shelves: pinned `desk`, NOT `bookcase`, so they go
-- through the world mesher's box fold and this relief never reaches
-- them. Here to show the gap.
{ map = "REDS_HOUSE_1F", x = 1, y = 2, face = "up", label = "reds" },
{ map = "BLUES_HOUSE", x = 1, y = 2, face = "up", label = "blues" },
}
local shots = 0
for _, s in ipairs(SCENES) do
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
-- twice: the first load of the session has no mesh to settle against
pcall(U.teleport, game, s.map, s.x, s.y, s.face)
if ok then
Pipelines.setLevel("voxel", 5)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s.png"):format(ROOT, s.label)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[shelf] capture missed: " .. path) end
else
print("[shelf] teleport failed: " .. s.map)
end
end
print(("[shelf] %d shots into %s"):format(shots, ROOT))
end