mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 11:00:51 +02:00
93 lines
3.7 KiB
Lua
93 lines
3.7 KiB
Lua
-- Scratch driver: shots of the `bookcase` class across the tilesets that
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-- pin it, for the shelf-front relief. Two of them are NOT shelves --
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-- the League's gate walls and the terraces on PLATEAU -- and are here as
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-- the control: their courses run edge to edge, so nothing should sink.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/shelf_relief_shots.lua \
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-- SHOT_DIR=.scratchpad/shelves AB_TAG=before 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/shelves")
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.. "/" .. (os.getenv("AB_TAG") or "before")
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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("[shelf] DRAMATIC_SHAPE mod not loaded")
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return
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end
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local V = handle.lib
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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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{ map = "OAKS_LAB", x = 7, y = 2, face = "up", label = "dojo_lab" },
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{ map = "CELADON_MANSION_2F", x = 2, y = 4, face = "up", label = "mansion_2f" },
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{ map = "CELADON_MART_2F", x = 5, y = 5, face = "up", label = "lobby_mart" },
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{ map = "MUSEUM_1F", x = 2, y = 4, face = "up", label = "museum" },
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{ map = "VIRIDIAN_MART", x = 3, y = 5, face = "up", label = "mart" },
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{ map = "SS_ANNE_CAPTAINS_ROOM", x = 5, y = 2, face = "up", label = "ship" },
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-- the controls, both of them tilesets that borrow the collapse for
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-- something that is NOT a shelf and say so with `bookcase_relief =
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-- false`: the League's masonry gate walls, and Bill's transporter
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-- drums. Nothing in either may move.
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{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up", label = "plateau" },
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{ map = "BILLS_HOUSE", x = 2, y = 3, face = "up", label = "bills" },
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-- the house shelves: pinned `desk`, NOT `bookcase`, so they go
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-- through the world mesher's box fold and this relief never reaches
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-- them. Here to show the gap.
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{ map = "REDS_HOUSE_1F", x = 1, y = 2, face = "up", label = "reds" },
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{ map = "BLUES_HOUSE", x = 1, y = 2, face = "up", label = "blues" },
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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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-- twice: the first load of the session has no mesh to settle against
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pcall(U.teleport, game, s.map, s.x, s.y, s.face)
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if ok then
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Pipelines.setLevel("voxel", 5)
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Pipelines.setLevel("tiltshift", 0)
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settle()
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local path = ("%s/%s.png"):format(ROOT, s.label)
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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("[shelf] capture missed: " .. path) end
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else
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print("[shelf] teleport failed: " .. s.map)
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end
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end
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print(("[shelf] %d shots into %s"):format(shots, ROOT))
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end
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