mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:30:59 +02:00
97 lines
3.6 KiB
Lua
97 lines
3.6 KiB
Lua
-- Scratch driver: the Safari Zone's decorations — the "cut"-style round
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-- trees ($54/$55/$56/$57, one cell) and the stump/bush rows ($02/$03/
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-- $12/$13) — front and back, at the voxel rung (5) and the flat rung (3)
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-- for orientation. Same spots BEFORE and AFTER the pin change.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/safari_shots.lua \
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-- SHOT_DIR=.scratchpad/safari 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/safari")
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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("[safari] DRAMATIC_SHAPE is not loaded")
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return
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end
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local V = handle.lib
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do -- what does the RUNNING mod think tile 84 on FOREST is?
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local TS = V.require("TileShape")
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local shapes = TS.forMap({ tileset = { id = "FOREST",
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imageWidth = 128,
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imageHeight = 48 } })
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local s = shapes[84]
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print("[safari] running-mod tile 84: "
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.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
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.. " authored=" .. tostring(s.authored)) or "nil"))
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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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-- tree row at (2..5, 3), seen from the south = its front
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{ map = "SAFARI_ZONE_EAST", x = 4, y = 5, face = "up", label = "trees_front" },
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-- the same row from the north = its back
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{ map = "SAFARI_ZONE_EAST", x = 4, y = 1, face = "down", label = "trees_back" },
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-- the long tree line at (2..9, 6)
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{ map = "SAFARI_ZONE_EAST", x = 6, y = 8, face = "up", label = "treeline" },
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-- the stump/bush row along the top edge (8..19, 0)
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{ map = "SAFARI_ZONE_EAST", x = 12, y = 2, face = "up", label = "stumps_front" },
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-- Safari Center's west tree column, edge-on
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{ map = "SAFARI_ZONE_CENTER", x = 2, y = 4, face = "left", label = "center_trees" },
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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("[safari] capture missed: " .. path) end
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end
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else
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print("[safari] teleport failed: " .. s.map)
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end
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end
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print(("[safari] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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