Files
DramaticShapeVoxelMod/tests/tree_shots.lua
T
2026-08-06 18:15:28 -04:00

102 lines
3.8 KiB
Lua

-- Scratch driver: Celadon Gym's little tree ($40/$41 over $50/$51,
-- one cell) at CELADON_GYM (5,7), flanked by the hedge cylinders.
-- Front and back, voxel rung (5) and flat rung (3). Same spots BEFORE
-- and AFTER the pin change.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tree_shots.lua \
-- SHOT_DIR=.scratchpad/celtree AB_TAG=before "/c/Program Files/LOVE/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/celtree")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[celtree] DRAMATIC_SHAPE is not loaded")
love.event.quit()
return
end
local V = handle.lib
do -- prove the RUNNING mod sees the pin we think it does
local TS = V.require("TileShape")
local shapes = TS.forMap({ tileset = { id = "GYM",
imageWidth = 128,
imageHeight = 48 } })
for _, t in ipairs({ 64, 80 }) do
local s = shapes[t]
print("[celtree] running-mod GYM tile " .. t .. ": "
.. (s and (tostring(s.class) .. "/" .. tostring(s.art)
.. " h=" .. tostring(s.h)) or "nil"))
end
end
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 = {
-- the tree at (5,7) seen from the south = its front
{ map = "CELADON_GYM", x = 5, y = 8, face = "up", label = "tree_front" },
-- the same tree from the north = its back
{ map = "CELADON_GYM", x = 5, y = 6, face = "down", label = "tree_back" },
-- a step further back so the whole tree fits over the hedges
{ map = "CELADON_GYM", x = 5, y = 9, face = "up", label = "tree_far" },
-- from the open floor west of it, edge-on
{ map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "tree_west" },
-- the second placement at (7,5), unobstructed in the east garden
{ map = "CELADON_GYM", x = 7, y = 7, face = "up", label = "tree2_front" },
{ map = "CELADON_GYM", x = 8, y = 5, face = "left", label = "tree2_east" },
{ map = "CELADON_GYM", x = 7, y = 3, face = "down", label = "tree2_back" },
}
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
for _, rung in ipairs({ 5, 3 }) do
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_r%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[celtree] capture missed: " .. path) end
end
else
print("[celtree] teleport failed: " .. s.map)
end
end
print(("[celtree] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end