Files
DramaticShapeVoxelMod/tests/round_regress_shots.lua
T
DramaticShape 1a283d6771 bump version
2026-08-02 00:14:13 -04:00

76 lines
2.7 KiB
Lua

-- Scratch driver: one shot of every OTHER user of the round-hull builder
-- (tree canopies, boulders, hedges, stumps, the Center planter), to check
-- that the `can` class's base cut is the identity it is supposed to be for
-- everything that does not ask for it.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/round_regress_shots.lua \
-- SHOT_DIR=.scratchpad/round AB_TAG=after 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/round")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then return end
local V = handle.lib
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 = {
{ map = "VIRIDIAN_FOREST", x = 16, y = 20, face = "up", label = "forest" },
{ map = "PEWTER_GYM", x = 4, y = 10, face = "up", label = "boulders" },
{ map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "hedges" },
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 5, face = "up", label = "planter" },
{ map = "PALLET_TOWN", x = 5, y = 8, face = "up", label = "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
Pipelines.setLevel("voxel", 5)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s.png"):format(ROOT, s.label)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[round] capture missed: " .. path) end
else
print("[round] teleport failed: " .. s.map)
end
end
print(("[round] %d shots into %s"):format(shots, ROOT))
end