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

82 lines
2.9 KiB
Lua

-- Scratch driver: shots of the Celadon chief's house, for the display
-- cabinet and long table voxelizations. Three viewpoints -- the
-- cabinet rank along the north wall, the long table in the middle of
-- the room, and a wide shot with both in frame.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/chief_house_shots.lua \
-- SHOT_DIR=.scratchpad/chief AB_TAG=after 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/chief")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[chief] 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")
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
-- the cabinets occupy cells 2..5 of rows 0-1; the long table cells
-- 2..5 of rows 3-4; the player walks rows 2 and 5
local SCENES = {
{ x = 3, y = 2, face = "up", label = "cabinets" },
{ x = 5, y = 2, face = "up", label = "bookcase" },
{ x = 3, y = 5, face = "up", label = "table" },
{ x = 1, y = 5, face = "right", label = "wide" },
-- the same rank on CELADON_MANSION_1F, where it stands against the
-- interior partition and the grids start on an ODD tile row
{ map = "CELADON_MANSION_1F", x = 2, y = 4, face = "up",
label = "mansion1f" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, s.map or "CELADON_CHIEF_HOUSE", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%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("[chief] capture missed: " .. path) end
end
end
print(("[chief] %d shots into %s"):format(shots, ROOT))
end