mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 19:20:52 +02:00
78 lines
2.6 KiB
Lua
78 lines
2.6 KiB
Lua
-- Scratch driver: shots of Bill's desk, for the `bills_desk`
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-- voxelization. The desk fills cells (1,4) and (2,4) of Bill's house
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-- with its chair in the walkable cell (1,5) below it, so these are the
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-- angles you can actually stand at: head-on from the floor two cells
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-- south, and from either flank.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/bills_desk_shots.lua \
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-- SHOT_DIR=.scratchpad/billsdesk AB_TAG=after lovec.exe .
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pipelines = require("src.render.Pipelines")
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local ROOT = (os.getenv("SHOT_DIR") or "shots/billsdesk")
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.. "/" .. (os.getenv("AB_TAG") or "after")
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local handle = game.mods.exports["DRAMATIC_SHAPE"]
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if not (handle and handle.lib) then
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print("[bills] DRAMATIC_SHAPE mod not loaded")
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return
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end
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local V = handle.lib
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local DayNight = V.require("DayNight")
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local ChunkMesher = V.require("ChunkMesher")
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local Voxel = V.require("VoxelState")
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require("src.world.OverworldController").rollEncounter = function() return nil end
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local TileRenderer = require("src.render.TileRenderer")
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TileRenderer.tick = function() end
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TileRenderer.animFrame = function() return 0 end
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DayNight.setting:sync("day")
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pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
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pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
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local Zoom = require("src.render.Zoom")
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pcall(function()
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game.save.options.zoom = 1
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Zoom.applyOptions(game.save.options)
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end)
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local function settle()
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for _ = 1, 900 do
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if ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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for _ = 1, 300 do
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if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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U.wait(40)
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end
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local SCENES = {
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{ x = 1, y = 6, face = "up", label = "headon" },
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{ x = 2, y = 6, face = "up", label = "headon_e" },
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{ x = 4, y = 5, face = "left", label = "east" },
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{ x = 0, y = 5, face = "right", label = "west" },
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}
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local shots = 0
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for _, s in ipairs(SCENES) do
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for _, rung in ipairs({ 3, 5 }) do
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U.teleport(game, "BILLS_HOUSE", s.x, s.y, s.face)
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Pipelines.setLevel("voxel", rung)
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Pipelines.setLevel("tiltshift", 0)
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settle()
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local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
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game.capturePath = path
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U.wait(6)
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local f = io.open(path, "rb")
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if f then f:close() shots = shots + 1
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else print("[bills] capture missed: " .. path) end
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end
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end
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print(("[bills] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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