mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:30:59 +02:00
77 lines
2.6 KiB
Lua
77 lines
2.6 KiB
Lua
-- Scratch driver: shots of a Poke Mart's clerk counter, for the cash
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-- register voxelization. The register is drawn at cell (1,5) of the 4x4
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-- shop layout every Mart shares, in the middle of the counter's east arm,
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-- so these are the three angles you can actually stand at: head-on from
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-- the aisle, side-on from the east, and over the counter's south arm.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mart_shots.lua \
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-- SHOT_DIR=.scratchpad/register AB_TAG=after 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/register")
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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("[mart] 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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{ x = 1, y = 7, face = "up", label = "aisle" },
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{ x = 2, y = 5, face = "left", label = "side" },
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{ x = 2, y = 6, face = "left", label = "over" },
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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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for _, rung in ipairs({ 3, 5 }) do
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U.teleport(game, "VIRIDIAN_MART", s.x, s.y, s.face)
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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_v%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("[mart] capture missed: " .. path) end
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end
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end
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print(("[mart] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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