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

122 lines
4.3 KiB
Lua

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