mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:00:50 +02:00
97 lines
3.5 KiB
Lua
97 lines
3.5 KiB
Lua
-- Scratch driver: the round tables of the Celadon diner and the Mart
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-- roof terrace (the diner_round_table template's four placements).
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-- Shot at the voxel rung (5) and the flat rung (3), front/back/side of
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-- the diner table at cells (0,5):(1,6) plus the terrace pair.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/table_shots.lua \
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-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/voxelizations \
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-- AB_TAG=before "/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 TAG = os.getenv("AB_TAG") or "shot"
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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("[table] 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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local Buildings = V.require("Buildings")
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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 diner table at (0,5):(1,6), seen from the south = its front
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{ map = "CELADON_DINER", x = 1, y = 7, face = "up", label = "diner_front" },
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-- the same table from the north = its back (standing between the two)
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{ map = "CELADON_DINER", x = 0, y = 4, face = "down", label = "diner_back" },
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-- edge-on from the east
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{ map = "CELADON_DINER", x = 3, y = 5, face = "left", label = "diner_side" },
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-- the roof terrace's table at (4,2):(5,3), from the south
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{ map = "CELADON_MART_ROOF", x = 4, y = 4, face = "up", label = "roof_front" },
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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, 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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-- prove which models the RUNNING mod built for this map
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local st = Buildings.stats()
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local keys = {}
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for k, v in pairs(st) do
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keys[#keys + 1] = ("%s(v=%d)"):format(k, v.voxels)
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end
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table.sort(keys)
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print(("[table] %s r%d models: %s"):format(s.label, rung,
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#keys > 0 and table.concat(keys, " ") or "none"))
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local path = ("%s/%s_%s_r%d.png"):format(ROOT, TAG, 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("[table] capture missed: " .. path) end
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end
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else
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print("[table] teleport failed: " .. s.map)
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end
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end
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print(("[table] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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