Files
DramaticShapeVoxelMod/tests/fp_shots.lua
T
2026-08-02 01:16:42 -04:00

160 lines
6.0 KiB
Lua

-- Scratch driver: shots of the 1ST (first-person) rung -- the rig standing
-- in the player's head, billboards yawing to face it, the sky meeting the
-- horizon, the shadow box following the look, water seen from eye level,
-- and an interior with its figures.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/fp_shots.lua \
-- SHOT_DIR=.scratchpad/fpshots 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/fp")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[fp] DRAMATIC_SHAPE mod not loaded")
return love.event.quit()
end
local V = handle.lib
local FirstPerson = V.require("FirstPerson")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local DayNight = V.require("DayNight")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
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")
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 0
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 FirstPerson.blend >= 1 and Voxel.ready
and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
-- Teleport to the nearest WALKABLE cell: a guessed coordinate inside a
-- building footprint buries the eye in the geometry, which is what the
-- first cut of every Pallet shot did.
local function place(mapId, x, y)
U.teleport(game, mapId, x, y, "down")
local ow = game.stack:top()
local map = ow and ow.map
if not map or map:isWalkableCell(x, y) then return end
for r = 1, 8 do
for dy = -r, r do
for dx = -r, r do
if math.max(math.abs(dx), math.abs(dy)) == r then
local cx, cy = x + dx, y + dy
if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then
U.teleport(game, mapId, cx, cy, "down")
print(("[fp] (%d,%d) not walkable; standing at (%d,%d)")
:format(x, y, cx, cy))
return
end
end
end
end
end
end
-- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west
local SCENES = {
-- Pallet Town, mid-street: houses, the lab, NPCs -- the town seen
-- from inside it, in each compass direction plus a diagonal
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" },
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" },
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" },
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4,
label = "pallet_diag" },
-- the shoreline: water at eye level, which is where the battle pass
-- says a low placed camera reads the reflection wrong -- the shot
-- decides whether 1ST keeps it
{ map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" },
-- looking up: the sky's bands and the horizon line
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
pitch = -math.rad(25), label = "pallet_skyward" },
-- and down: the ground, the feet-level shadow
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
pitch = math.rad(45), label = "pallet_down" },
-- Route 1: grass rows and ledges from inside them
{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" },
-- an interior: the Center's counter, machines and couch figures
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi,
label = "center_north" },
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 4, yaw = -math.pi / 2,
label = "center_west" },
}
local shots = 0
for _, s in ipairs(SCENES) do
place(s.map, s.x, s.y)
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
Pipelines.setLevel("tiltshift", 0)
settle()
FirstPerson.yaw = s.yaw
FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT
U.wait(20)
if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then
shots = shots + 1
end
end
-- one mid-blend shot: step the ladder onto 1ST from 75 and catch the
-- dive halfway
place("PALLET_TOWN", 13, 14)
Pipelines.setLevel("voxel", 5)
settle()
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
for _ = 1, 300 do
if FirstPerson.blend >= 0.5 then break end
U.wait(1)
end
if U.shot(game, ROOT .. "/blend_mid.png") then shots = shots + 1 end
-- ------- the free walk, exercised
--
-- Hold forward with the head yawed off-grid and confirm the player
-- GLIDES: the position moves along the look direction, lands off the
-- 16px grid (which no grid step can do), and the logical cell follows.
place("PALLET_TOWN", 13, 14)
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
settle()
local ow = game.stack:top()
local p = ow.player
FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
local x0, y0, c0x, c0y = p.px, p.py, p.cellX, p.cellY
U.hold(game, "up", 90)
U.wait(5)
local moved = math.abs(p.px - x0) + math.abs(p.py - y0)
print(("[fp] walk: (%.1f,%.1f) cell(%d,%d) -> (%.1f,%.1f) cell(%d,%d)")
:format(x0, y0, c0x, c0y, p.px, p.py, p.cellX, p.cellY))
print(("[fp] walk moved %.1f px; off-grid: %s; diagonal: %s")
:format(moved,
tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0),
tostring(math.abs(p.px - x0) > 8
and math.abs(p.py - y0) > 8)))
if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end
print(("[fp] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end