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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 09:50:50 +02:00
103 lines
3.8 KiB
Lua
103 lines
3.8 KiB
Lua
-- Scratch driver: the Game Freak office computer desks (buildings
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-- template mansion_computer_desk). CELADON_MANSION_2F cell (0,5) and
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-- CELADON_MANSION_3F cells (0,3)/(3,3)/(0,6). Shot at the voxel rung
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-- (5), the mid rung (4) and the flat rung (3) for orientation.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mansion_desk_shots.lua \
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-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
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-- AB_TAG=before "/c/Program Files/LOVE/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")
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or "mods/DramaticShapeVoxelMod/.claude/voxelizations")
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local TAG = os.getenv("AB_TAG") or "shot"
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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("[deskshot] DRAMATIC_SHAPE is not loaded")
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return
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end
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local V = handle.lib
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do -- prove the RUNNING mod's profile carries the new template
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local ok, s = pcall(V.data, "voxel_heights")
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local found = "NO"
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if ok and type(s) == "table" and s.buildings and s.buildings.MANSION then
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for _, t in ipairs(s.buildings.MANSION) do
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if t.id == "mansion_computer_desk" then
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found = ("YES fascia=%d-%d base=%d-%d parts=%d")
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:format(t.desk.fascia[1], t.desk.fascia[2],
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t.desk.base[1], t.desk.base[2], #t.parts)
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end
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end
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end
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print("[deskshot] running-mod mansion_computer_desk: " .. found)
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end
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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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-- 2F: the lone desk at (0,5):(1,6). Stand just south of it, facing
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-- north, so the camera looks along the desk's front face.
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{ map = "CELADON_MANSION_2F", x = 1, y = 7, face = "up", label = "desk2f" },
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-- and from the east, to see the drawer pedestal and the chair in
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-- profile against the checker floor
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{ map = "CELADON_MANSION_2F", x = 2, y = 6, face = "left", label = "desk2f_side" },
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-- 3F: the pair at (0,3) and (3,3), both in frame from between them
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{ map = "CELADON_MANSION_3F", x = 2, y = 5, face = "up", label = "desk3f_pair" },
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-- 3F: the south desk at (0,6), close in
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{ map = "CELADON_MANSION_3F", x = 1, y = 8, face = "up", label = "desk3f" },
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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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local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
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if ok then
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for _, rung in ipairs({ 5, 4, 3 }) do
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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_%s_r%d.png"):format(ROOT, TAG, 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("[deskshot] capture missed: " .. path) end
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end
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else
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print("[deskshot] teleport failed: " .. s.map)
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end
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end
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print(("[deskshot] %d shots into %s (tag %s)"):format(shots, ROOT, TAG))
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love.event.quit()
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end
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