mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:10:51 +02:00
102 lines
3.8 KiB
Lua
102 lines
3.8 KiB
Lua
-- Scratch driver: the overworld cuttable tree ($2D/$2E/$3D/$3E, one
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-- cell) at PEWTER_CITY (26,4) -- it sits in a gap of the border tree
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-- wall, so shoot from the open grass east/west and the path south.
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-- Same spots BEFORE and AFTER the pin change.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/cuttree_shots.lua \
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-- SHOT_DIR=.scratchpad/cuttree 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") or "shots/cuttree")
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.. "/" .. (os.getenv("AB_TAG") or "after")
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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("[cuttree] DRAMATIC_SHAPE is not loaded")
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love.event.quit()
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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 sees the pin we think it does
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local TS = V.require("TileShape")
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local shapes = TS.forMap({ tileset = { id = "OVERWORLD",
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imageWidth = 128,
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imageHeight = 48 } })
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for _, t in ipairs({ 45, 61 }) do
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local s = shapes[t]
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print("[cuttree] running-mod OVERWORLD tile " .. t .. ": "
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.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
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.. " h=" .. tostring(s.h)) or "nil"))
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end
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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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-- open grass west of the tree, edge-on
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{ map = "PEWTER_CITY", x = 25, y = 4, face = "right", label = "cut_west" },
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-- open grass east of it
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{ map = "PEWTER_CITY", x = 27, y = 4, face = "left", label = "cut_east" },
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-- the path south, seeing its front over the tree wall gap
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{ map = "PEWTER_CITY", x = 26, y = 6, face = "up", label = "cut_front" },
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-- one step closer on the gap's south side
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{ map = "PEWTER_CITY", x = 26, y = 5, face = "up", label = "cut_near" },
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-- Cerulean's lone cut tree at (19,28): open grass to its south
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{ map = "CERULEAN_CITY", x = 19, y = 30, face = "up", label = "cer_front" },
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{ map = "CERULEAN_CITY", x = 19, y = 29, face = "up", label = "cer_near" },
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{ map = "CERULEAN_CITY", x = 20, y = 29, face = "up", label = "cer_diag" },
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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, 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_r%d.png"):format(ROOT, 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("[cuttree] capture missed: " .. path) end
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end
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else
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print("[cuttree] teleport failed: " .. s.map)
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end
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end
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print(("[cuttree] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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