Files
DramaticShapeVoxelMod/tests/cuttree_shots.lua
2026-08-06 18:15:28 -04:00

102 lines
3.8 KiB
Lua

-- Scratch driver: the overworld cuttable tree ($2D/$2E/$3D/$3E, one
-- cell) at PEWTER_CITY (26,4) -- it sits in a gap of the border tree
-- wall, so shoot from the open grass east/west and the path south.
-- Same spots BEFORE and AFTER the pin change.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/cuttree_shots.lua \
-- SHOT_DIR=.scratchpad/cuttree AB_TAG=before "/c/Program Files/LOVE/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/cuttree")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[cuttree] DRAMATIC_SHAPE is not loaded")
love.event.quit()
return
end
local V = handle.lib
do -- prove the RUNNING mod sees the pin we think it does
local TS = V.require("TileShape")
local shapes = TS.forMap({ tileset = { id = "OVERWORLD",
imageWidth = 128,
imageHeight = 48 } })
for _, t in ipairs({ 45, 61 }) do
local s = shapes[t]
print("[cuttree] running-mod OVERWORLD tile " .. t .. ": "
.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
.. " h=" .. tostring(s.h)) or "nil"))
end
end
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 = {
-- open grass west of the tree, edge-on
{ map = "PEWTER_CITY", x = 25, y = 4, face = "right", label = "cut_west" },
-- open grass east of it
{ map = "PEWTER_CITY", x = 27, y = 4, face = "left", label = "cut_east" },
-- the path south, seeing its front over the tree wall gap
{ map = "PEWTER_CITY", x = 26, y = 6, face = "up", label = "cut_front" },
-- one step closer on the gap's south side
{ map = "PEWTER_CITY", x = 26, y = 5, face = "up", label = "cut_near" },
-- Cerulean's lone cut tree at (19,28): open grass to its south
{ map = "CERULEAN_CITY", x = 19, y = 30, face = "up", label = "cer_front" },
{ map = "CERULEAN_CITY", x = 19, y = 29, face = "up", label = "cer_near" },
{ map = "CERULEAN_CITY", x = 20, y = 29, face = "up", label = "cer_diag" },
}
local shots = 0
for _, s in ipairs(SCENES) do
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
if ok then
for _, rung in ipairs({ 5, 3 }) do
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[cuttree] capture missed: " .. path) end
end
else
print("[cuttree] teleport failed: " .. s.map)
end
end
print(("[cuttree] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end