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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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122 lines
4.3 KiB
Lua
122 lines
4.3 KiB
Lua
-- Scratch driver: water shot with V-CURVE walked OFF..3, to see what the
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-- world bend does to the reflective pass.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/water_curve_shots.lua \
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-- SHOT_DIR=.scratchpad/watercurve AB_TAG=before 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/watercurve")
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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("[water] 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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local WorldCurve = V.require("WorldCurve")
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local Water = V.require("Water")
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-- WATER_RUNG=sky drops the screen-space march and leaves the sky path, to
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-- tell an artefact of the one from an artefact of the other
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if os.getenv("WATER_RUNG") then Water.setting:sync(os.getenv("WATER_RUNG")) end
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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(os.getenv("WATER_TIME") or "night")
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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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-- Stand on the walkable cell just north of the widest run of water on the
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-- map, so a scene is picked by where the water actually is rather than by
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-- a coordinate guessed off the block list.
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local TileShape = V.require("TileShape")
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local function shore(map)
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local def = map.def
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local shapes = TileShape.forMap(map)
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local function classAt(cx, cy)
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local tx, ty = cx * 2, cy * 2
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local s = TileShape.at(map, shapes, map:tileAt(tx, ty), tx, ty)
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return s and s.class
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end
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local best, bestRun = nil, 0
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for cy = 1, def.height * 2 - 1 do
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local run, start = 0, nil
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for cx = 0, def.width * 2 - 1 do
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if classAt(cx, cy) == "water" then
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start = start or cx
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run = run + 1
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if run > bestRun and classAt(cx, cy - 1) ~= "water" then
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bestRun, best = run, { x = start + math.floor(run / 2), y = cy - 1 }
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end
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else
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run, start = 0, nil
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end
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end
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end
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return best
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end
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local SCENES = {
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{ map = "PALLET_TOWN", label = "pallet" },
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{ map = "CERULEAN_CITY", label = "cerulean" },
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{ map = "VERMILION_CITY", x = 18, y = 27, label = "vermilion" },
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{ map = "ROUTE_24", label = "route24" },
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{ map = "VIRIDIAN_CITY", label = "viridian" },
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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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if not s.x then
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-- teleport once so the map is loaded, then let the scan place us
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U.teleport(game, s.map, 1, 1, "down")
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U.wait(4)
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local spot = game.overworld and game.overworld.map and shore(game.overworld.map)
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if spot then s.x, s.y = spot.x, spot.y else s.x, s.y = 1, 1 end
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print(("[water] %s shore at (%d,%d)"):format(s.label, s.x, s.y))
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end
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for _, rung in ipairs({ 3, 4 }) do
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for _, curve in ipairs({ 0, 3 }) do
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U.teleport(game, s.map, s.x, s.y, s.face or "down")
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Pipelines.setLevel("voxel", rung)
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Pipelines.setLevel("tiltshift", 0)
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WorldCurve.setting:setIndex(curve + 1, game)
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settle()
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local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve)
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game.capturePath = path
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U.wait(8)
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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("[water] capture missed: " .. path) end
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end
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end
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end
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print(("[water] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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