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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 09:20:51 +02:00
92 lines
3.2 KiB
Lua
92 lines
3.2 KiB
Lua
-- Scratch driver: the CELADON_MANSION_1F square table (buildings
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-- template mansion_square_table, cells (0,6):(1,7)). Shot at the voxel
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-- rung (5) and the flat rung (3) for orientation, front/back/side.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mansion_shots.lua \
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-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
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-- "/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")
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or "mods/DramaticShapeVoxelMod/.claude/voxelizations")
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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("[mansion] 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 -- prove the RUNNING mod's profile carries the new template
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local ok, s = pcall(V.data, "voxel_heights")
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local found = false
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if ok and type(s) == "table" and s.buildings and s.buildings.MANSION then
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for _, t in ipairs(s.buildings.MANSION) do
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if t.id == "mansion_square_table" then found = true end
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end
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end
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print("[mansion] running-mod mansion_square_table: " .. tostring(found))
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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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-- the rung-5 camera looks north from ~4 cells south of the player, so
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-- the room's 16-voxel south wall hides the 6-voxel table at the low
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-- rung; rungs 4 and 3 pitch over it. Stand just south of the table.
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{ map = "CELADON_MANSION_1F", x = 1, y = 8, face = "up", label = "sqtable" },
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{ map = "CELADON_MANSION_1F", x = 2, y = 6, face = "left", label = "sqtable_beside" },
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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, 4, 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("[mansion] capture missed: " .. path) end
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end
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else
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print("[mansion] teleport failed: " .. s.map)
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end
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end
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print(("[mansion] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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