Files
DramaticShapeVoxelMod/tests/voxel_fix_shots.lua
T
2026-08-09 00:01:47 -04:00

138 lines
5.1 KiB
Lua

-- Scratch driver: one shot of each fixture the wall-top / statue pass
-- touched, so the change can be looked at rather than reasoned about.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_fix_shots.lua \
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxel_fix AB_TAG=. lovec.exe .
--
-- SHOT_DIR is relative to the PROJECT ROOT, which is where lovec runs from --
-- the mod's own .claude/ is where these belong, so it has to be spelt out.
--
-- Every scene stands the player on the nearest WALKABLE cell to the vantage
-- named below (teleporting into a wall puts the close cameras inside the
-- geometry), faces the fixture, and shoots at voxel rung 3 -- the higher
-- top-down camera, which is the one that shows what a wall wears on TOP.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR")
or "mods/DramaticShapeVoxelMod/.claude/voxel_fix")
.. "/" .. (os.getenv("AB_TAG") or ".")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[voxfix] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local TileShape = V.require("TileShape")
-- prove the game is reading THIS tree, not a stale installed copy
local ht = TileShape.wallTop and TileShape.wallTop("HOUSE")
print(("[voxfix] wallTop present=%s HOUSE(45)=%s")
:format(tostring(TileShape.wallTop ~= nil),
tostring(ht and ht(45))))
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
-- the nearest walkable cell to the vantage, searched in rings -- a
-- vantage picked off a map dump is often the fixture itself
local function place(x, y, face)
local m = game.overworld.map
for r = 0, 8 do
for dy = -r, r do
for dx = -r, r do
if math.max(math.abs(dx), math.abs(dy)) == r then
local px, py = x + dx, y + dy
if m:inBounds(px, py) and m:isWalkableCell(px, py) then
game.overworld.player.cellX = px
game.overworld.player.cellY = py
game.overworld.player.facing = face
return px, py
end
end
end
end
end
return x, y
end
local SCENES = {
{ map = "BLUES_HOUSE", x = 4, y = 3, face = "up",
label = "house_wall_top" },
{ map = "VIRIDIAN_POKECENTER", x = 4, y = 3, face = "up",
label = "pokecenter_wall_top" },
{ map = "ROCKET_HIDEOUT_ELEVATOR", x = 2, y = 3, face = "up",
label = "rocket_lift_wall_top" },
{ map = "REDS_HOUSE_2F", x = 6, y = 3, face = "up",
label = "reds_2f_wall_top" },
{ map = "REDS_HOUSE_1F", x = 5, y = 3, face = "up",
label = "reds_1f_wall_top" },
{ map = "LANCES_ROOM", x = 6, y = 15, face = "up",
label = "lances_room_statues" },
{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up",
label = "indigo_plateau_statue" },
-- the west-edge statue itself, close enough to count the birds on it
{ map = "INDIGO_PLATEAU", x = 1, y = 4, face = "up",
label = "indigo_plateau_statue_close", rung = 5 },
{ map = "INDIGO_PLATEAU", x = 2, y = 4, face = "up",
label = "indigo_plateau_statue_near" },
}
local only = os.getenv("VF_ONLY")
local shots = 0
for _, s in ipairs(SCENES) do
if not (only and only ~= "" and not only:find(s.label, 1, true)) then
local ok, err = pcall(function()
U.teleport(game, s.map, s.x, s.y, s.face)
local px, py = place(s.x, s.y, s.face)
Pipelines.setLevel("voxel", s.rung or 3)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s.png"):format(ROOT, s.label)
game.capturePath = path
U.wait(8)
local f = io.open(path, "rb")
if f then
f:close()
shots = shots + 1
print(("[voxfix] %s -> %s (stood %d,%d)"):format(s.map, path, px, py))
else
print("[voxfix] capture missed: " .. path)
end
end)
if not ok then print("[voxfix] " .. s.map .. " failed: " .. tostring(err)) end
end
end
print(("[voxfix] %d/%d shots into %s"):format(shots, #SCENES, ROOT))
love.event.quit()
end