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

97 lines
3.6 KiB
Lua

-- Scratch driver: the Safari Zone's decorations — the "cut"-style round
-- trees ($54/$55/$56/$57, one cell) and the stump/bush rows ($02/$03/
-- $12/$13) — front and back, at the voxel rung (5) and the flat rung (3)
-- for orientation. Same spots BEFORE and AFTER the pin change.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/safari_shots.lua \
-- SHOT_DIR=.scratchpad/safari 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 "shots/safari")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[safari] DRAMATIC_SHAPE is not loaded")
return
end
local V = handle.lib
do -- what does the RUNNING mod think tile 84 on FOREST is?
local TS = V.require("TileShape")
local shapes = TS.forMap({ tileset = { id = "FOREST",
imageWidth = 128,
imageHeight = 48 } })
local s = shapes[84]
print("[safari] running-mod tile 84: "
.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
.. " authored=" .. tostring(s.authored)) or "nil"))
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 = {
-- tree row at (2..5, 3), seen from the south = its front
{ map = "SAFARI_ZONE_EAST", x = 4, y = 5, face = "up", label = "trees_front" },
-- the same row from the north = its back
{ map = "SAFARI_ZONE_EAST", x = 4, y = 1, face = "down", label = "trees_back" },
-- the long tree line at (2..9, 6)
{ map = "SAFARI_ZONE_EAST", x = 6, y = 8, face = "up", label = "treeline" },
-- the stump/bush row along the top edge (8..19, 0)
{ map = "SAFARI_ZONE_EAST", x = 12, y = 2, face = "up", label = "stumps_front" },
-- Safari Center's west tree column, edge-on
{ map = "SAFARI_ZONE_CENTER", x = 2, y = 4, face = "left", label = "center_trees" },
}
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, 3 }) do
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_r%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("[safari] capture missed: " .. path) end
end
else
print("[safari] teleport failed: " .. s.map)
end
end
print(("[safari] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end