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

103 lines
3.8 KiB
Lua

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