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

96 lines
3.4 KiB
Lua

-- Scratch driver: the Celadon Diner's stools ($07/$08/$23/$24 on LOBBY,
-- one cell each; the pinned `stool` standee pool). Shot at the voxel
-- rung (5) and the flat rung (3) for orientation, front/back/side of
-- the stool at cell (0,4).
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/diner_shots.lua \
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
-- "/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 "mods/DramaticShapeVoxelMod/.claude/voxelizations")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[diner] DRAMATIC_SHAPE is not loaded")
return
end
local V = handle.lib
do -- prove the RUNNING mod resolves the stool tiles as pinned
local TS = V.require("TileShape")
local shapes = TS.forMap({ tileset = { id = "LOBBY",
imageWidth = 128,
imageHeight = 48 } })
for _, t in ipairs({ 7, 8, 23, 24 }) do
local s = shapes[t]
print(("[diner] running-mod tile %d: %s"):format(t,
s and (tostring(s.class) .. "/" .. tostring(s.art)
.. " h=" .. tostring(s.height)) 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 stool at (0,4), seen from the south = its front (legs row)
{ map = "CELADON_DINER", x = 0, y = 6, face = "up", label = "stool_front" },
-- the same stool from the north = its back
{ map = "CELADON_DINER", x = 0, y = 2, face = "down", label = "stool_back" },
-- edge-on from the east, with the table beside it in frame
{ map = "CELADON_DINER", x = 2, y = 4, face = "left", label = "stool_side" },
}
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("[diner] capture missed: " .. path) end
end
else
print("[diner] teleport failed: " .. s.map)
end
end
print(("[diner] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end