448 lines
13 KiB
Lua
448 lines
13 KiB
Lua
---------------------
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-- Helpers
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---------------------
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local vec = vector.new
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local vecw = function(axis, n, base)
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local ret = vec(base)
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ret[axis] = n
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return ret
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end
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local pos2str = minetest.pos_to_string
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local get_node = minetest.get_node
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local set_node = minetest.set_node
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---------------------
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-- Nodes
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---------------------
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local air = "air"
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local testnode1
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local testnode2
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local testnode3
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-- Loads nodenames to use for tests
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local function init_nodes()
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testnode1 = minetest.registered_aliases["mapgen_stone"]
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testnode2 = minetest.registered_aliases["mapgen_dirt"]
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testnode3 = minetest.registered_aliases["mapgen_cobble"] or minetest.registered_aliases["mapgen_dirt_with_grass"]
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assert(testnode1 and testnode2 and testnode3)
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end
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-- Writes repeating pattern into given area
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local function place_pattern(pos1, pos2, pattern)
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local pos = vec()
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local node = {name=""}
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local i = 1
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for z = pos1.z, pos2.z do
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pos.z = z
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for y = pos1.y, pos2.y do
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pos.y = y
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for x = pos1.x, pos2.x do
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pos.x = x
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node.name = pattern[i]
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set_node(pos, node)
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i = i % #pattern + 1
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end
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end
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end
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end
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---------------------
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-- Area management
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---------------------
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assert(minetest.get_mapgen_setting("mg_name") == "singlenode")
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local area = {}
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do
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local areamin, areamax
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local off
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local c_air = minetest.get_content_id(air)
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local vbuffer = {}
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-- Assign a new area for use, will emerge and then call ready()
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area.assign = function(min, max, ready)
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areamin = min
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areamax = max
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minetest.emerge_area(min, max, function(bpos, action, remaining)
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assert(action ~= minetest.EMERGE_ERRORED)
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if remaining > 0 then return end
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minetest.after(0, function()
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area.clear()
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ready()
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end)
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end)
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end
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-- Reset area contents and state
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area.clear = function()
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local vmanip = minetest.get_voxel_manip(areamin, areamax)
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local vpos1, vpos2 = vmanip:get_emerged_area()
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local vcount = (vpos2.x - vpos1.x + 1) * (vpos2.y - vpos1.y + 1) * (vpos2.z - vpos1.z + 1)
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if #vbuffer ~= vcount then
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vbuffer = {}
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for i = 1, vcount do
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vbuffer[i] = c_air
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end
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end
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vmanip:set_data(vbuffer)
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vmanip:write_to_map()
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off = vec(0, 0, 0)
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end
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-- Returns an usable area [pos1, pos2] that does not overlap previous ones
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area.get = function(sizex, sizey, sizez)
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local size
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if sizey == nil or sizez == nil then
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size = {x=sizex, y=sizex, z=sizex}
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else
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size = {x=sizex, y=sizey, z=sizez}
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end
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local pos1 = vector.add(areamin, off)
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local pos2 = vector.subtract(vector.add(pos1, size), 1)
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if pos2.x > areamax.x or pos2.y > areamax.y or pos2.z > areamax.z then
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error("Internal failure: out of space")
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end
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off = vector.add(off, size)
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return pos1, pos2
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end
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-- Returns an axis and count (= n) relative to the last-requested area that is unoccupied
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area.dir = function(n)
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local pos1 = vector.add(areamin, off)
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if pos1.x + n <= areamax.x then
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off.x = off.x + n
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return "x", n
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elseif pos1.x + n <= areamax.y then
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off.y = off.y + n
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return "y", n
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elseif pos1.z + n <= areamax.z then
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off.z = off.z + n
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return "z", n
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end
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error("Internal failure: out of space")
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end
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-- Returns [XYZ] margin (list of pos pairs) of n around last-requested area
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-- (may actually be larger but doesn't matter)
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area.margin = function(n)
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local pos1, pos2 = area.get(n)
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return {
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{ vec(areamin.x, areamin.y, pos1.z), pos2 }, -- X/Y
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{ vec(areamin.x, pos1.y, areamin.z), pos2 }, -- X/Z
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{ vec(pos1.x, areamin.y, areamin.z), pos2 }, -- Y/Z
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}
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end
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end
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-- Split an existing area into two non-overlapping [pos1, half1], [half2, pos2] parts; returns half1, half2
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area.split = function(pos1, pos2)
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local axis
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if pos2.x - pos1.x >= 1 then
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axis = "x"
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elseif pos2.y - pos1.y >= 1 then
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axis = "y"
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elseif pos2.z - pos1.z >= 1 then
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axis = "z"
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else
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error("Internal failure: area too small to split")
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end
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local hspan = math.floor((pos2[axis] - pos1[axis] + 1) / 2)
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local half1 = vecw(axis, pos1[axis] + hspan - 1, pos2)
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local half2 = vecw(axis, pos1[axis] + hspan, pos2)
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return half1, half2
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end
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---------------------
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-- Checks
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---------------------
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local check = {}
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-- Check that all nodes in [pos1, pos2] are the node(s) specified
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check.filled = function(pos1, pos2, nodes)
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if type(nodes) == "string" then
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nodes = { nodes }
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end
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local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
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local total = worldedit.volume(pos1, pos2)
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local sum = 0
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for _, n in pairs(counts) do
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sum = sum + n
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end
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if sum ~= total then
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error((total - sum) .. " " .. table.concat(nodes, ",") .. " nodes missing in " ..
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pos2str(pos1) .. " -> " .. pos2str(pos2))
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end
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end
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-- Check that none of the nodes in [pos1, pos2] are the node(s) specified
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check.not_filled = function(pos1, pos2, nodes)
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if type(nodes) == "string" then
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nodes = { nodes }
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end
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local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
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for nodename, n in pairs(counts) do
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if n ~= 0 then
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error(counts[nodename] .. " " .. nodename .. " nodes found in " ..
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pos2str(pos1) .. " -> " .. pos2str(pos2))
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end
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end
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end
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-- Check that all of the areas are only made of node(s) specified
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check.filled2 = function(list, nodes)
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for _, pos in ipairs(list) do
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check.filled(pos[1], pos[2], nodes)
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end
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end
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-- Check that none of the areas contain the node(s) specified
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check.not_filled2 = function(list, nodes)
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for _, pos in ipairs(list) do
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check.not_filled(pos[1], pos[2], nodes)
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end
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end
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-- Checks presence of a repeating pattern in [pos1, po2] (cf. place_pattern)
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check.pattern = function(pos1, pos2, pattern)
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local pos = vec()
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local i = 1
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for z = pos1.z, pos2.z do
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pos.z = z
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for y = pos1.y, pos2.y do
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pos.y = y
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for x = pos1.x, pos2.x do
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pos.x = x
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local node = get_node(pos)
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if node.name ~= pattern[i] then
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error(pattern[i] .. " not found at " .. pos2str(pos) .. " (i=" .. i .. ")")
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end
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i = i % #pattern + 1
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end
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end
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end
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end
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---------------------
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-- The actual tests
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---------------------
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local tests = {}
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local function register_test(name, func, opts)
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assert(type(name) == "string")
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assert(func == nil or type(func) == "function")
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if not opts then
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opts = {}
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else
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opts = table.copy(opts)
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end
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opts.name = name
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opts.func = func
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table.insert(tests, opts)
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end
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-- How this works:
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-- register_test registers a test with a name and function
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-- The function should return if the test passes or otherwise cause a Lua error
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-- The basic structure is: get areas + do operations + check results
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-- Helpers:
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-- area.get must be used to retrieve areas that can be operated on (these will be cleared before each test)
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-- check.filled / check.not_filled can be used to check the result
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-- area.margin + check.filled2 is useful to make sure nodes weren't placed too far
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-- place_pattern + check.pattern is useful to test ops that operate on existing data
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register_test("Internal self-test")
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register_test("is area loaded?", function()
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local pos1, _ = area.get(1)
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assert(get_node(pos1).name == "air")
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end, {dry=true})
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register_test("area.split", function()
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for i = 2, 6 do
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local pos1, pos2 = area.get(1, 1, i)
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local half1, half2 = area.split(pos1, pos2)
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assert(pos1.x == half1.x and pos1.y == half1.y)
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assert(half1.x == half2.x and half1.y == half2.y)
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assert(half1.z + 1 == half2.z)
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if i % 2 == 0 then
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assert((half1.z - pos1.z) == (pos2.z - half2.z)) -- divided equally
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end
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end
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end, {dry=true})
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register_test("check.filled", function()
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local pos1, pos2 = area.get(1, 2, 1)
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set_node(pos1, {name=testnode1})
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set_node(pos2, {name=testnode2})
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check.filled(pos1, pos1, testnode1)
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check.filled(pos1, pos2, {testnode1, testnode2})
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check.not_filled(pos1, pos1, air)
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check.not_filled(pos1, pos2, {air, testnode3})
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end)
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register_test("pattern", function()
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local pos1, pos2 = area.get(3, 2, 1)
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local pattern = {testnode1, testnode3}
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place_pattern(pos1, pos2, pattern)
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assert(get_node(pos1).name == testnode1)
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check.pattern(pos1, pos2, pattern)
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end)
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register_test("Generic node manipulations")
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register_test("worldedit.set", function()
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local pos1, pos2 = area.get(10)
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local m = area.margin(1)
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worldedit.set(pos1, pos2, testnode1)
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check.filled(pos1, pos2, testnode1)
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check.filled2(m, air)
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end)
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register_test("worldedit.set mix", function()
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local pos1, pos2 = area.get(10)
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local m = area.margin(1)
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worldedit.set(pos1, pos2, {testnode1, testnode2})
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check.filled(pos1, pos2, {testnode1, testnode2})
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check.filled2(m, air)
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end)
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register_test("worldedit.replace", function()
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local pos1, pos2 = area.get(10)
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local half1, half2 = area.split(pos1, pos2)
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worldedit.set(pos1, half1, testnode1)
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worldedit.set(half2, pos2, testnode2)
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worldedit.replace(pos1, pos2, testnode1, testnode3)
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check.not_filled(pos1, pos2, testnode1)
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check.filled(pos1, half1, testnode3)
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check.filled(half2, pos2, testnode2)
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end)
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register_test("worldedit.replace inverse", function()
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local pos1, pos2 = area.get(10)
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local half1, half2 = area.split(pos1, pos2)
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worldedit.set(pos1, half1, testnode1)
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worldedit.set(half2, pos2, testnode2)
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worldedit.replace(pos1, pos2, testnode1, testnode3, true)
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check.filled(pos1, half1, testnode1)
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check.filled(half2, pos2, testnode3)
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end)
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-- FIXME?: this one looks overcomplicated
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register_test("worldedit.copy", function()
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local pos1, pos2 = area.get(4)
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local axis, n = area.dir(2)
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local m = area.margin(1)
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local b = pos1[axis]
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-- create one slice with testnode1, one with testnode2
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worldedit.set(pos1, vecw(axis, b + 1, pos2), testnode1)
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worldedit.set(vecw(axis, b + 2, pos1), pos2, testnode2)
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worldedit.copy(pos1, pos2, axis, n)
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-- should have three slices now
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check.filled(pos1, vecw(axis, b + 1, pos2), testnode1)
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check.filled(vecw(axis, b + 2, pos1), pos2, testnode1)
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check.filled(vecw(axis, b + 4, pos1), vector.add(pos2, vecw(axis, n)), testnode2)
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check.filled2(m, "air")
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end)
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register_test("worldedit.copy2", function()
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local pos1, pos2 = area.get(6)
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local m1 = area.margin(1)
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local pos1_, pos2_ = area.get(6)
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local m2 = area.margin(1)
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local pattern = {testnode1, testnode2, testnode3, testnode1, testnode2}
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place_pattern(pos1, pos2, pattern)
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worldedit.copy2(pos1, pos2, vector.subtract(pos1_, pos1))
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check.pattern(pos1, pos2, pattern)
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check.pattern(pos1_, pos2_, pattern)
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check.filled2(m1, "air")
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check.filled2(m2, "air")
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end)
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register_test("worldedit.move (overlap)", function()
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local pos1, pos2 = area.get(7)
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local axis, n = area.dir(2)
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local m = area.margin(1)
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local pattern = {testnode2, testnode1, testnode2, testnode3, testnode3}
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place_pattern(pos1, pos2, pattern)
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worldedit.move(pos1, pos2, axis, n)
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check.filled(pos1, vecw(axis, pos1[axis] + n - 1, pos2), "air")
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check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
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check.filled2(m, "air")
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end)
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register_test("worldedit.move", function()
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local pos1, pos2 = area.get(10)
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local axis, n = area.dir(10)
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local m = area.margin(1)
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local pattern = {testnode1, testnode3, testnode3, testnode2}
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place_pattern(pos1, pos2, pattern)
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worldedit.move(pos1, pos2, axis, n)
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check.filled(pos1, pos2, "air")
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check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
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check.filled2(m, "air")
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end)
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-- TODO: the rest (also testing param2 + metadata)
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---------------------
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-- Main function
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---------------------
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worldedit.run_tests = function()
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do
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local v = minetest.get_version()
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print("Running " .. #tests .. " tests for WorldEdit " ..
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worldedit.version_string .. " on " .. v.project .. " " .. (v.hash or v.string))
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end
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init_nodes()
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-- emerge area from (0,0,0) ~ (56,56,56) and keep it loaded
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-- Note: making this area smaller speeds up tests
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local wanted = vec(56, 56, 56)
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for x = 0, math.floor(wanted.x/16) do
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for y = 0, math.floor(wanted.y/16) do
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for z = 0, math.floor(wanted.z/16) do
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assert(minetest.forceload_block({x=x*16, y=y*16, z=z*16}, true))
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end
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end
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end
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area.assign(vec(0, 0, 0), wanted, function()
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local failed = 0
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for _, test in ipairs(tests) do
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if not test.func then
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local s = "---- " .. test.name .. " "
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print(s .. string.rep("-", 60 - #s))
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else
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if not test.dry then
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area.clear()
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end
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local ok, err = pcall(test.func)
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print(string.format("%-60s %s", test.name, ok and "pass" or "FAIL"))
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if not ok then
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print(" " .. err)
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failed = failed + 1
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end
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end
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end
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print("Done, " .. failed .. " tests failed.")
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if failed == 0 then
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io.close(io.open(minetest.get_worldpath() .. "/tests_ok", "w"))
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end
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minetest.request_shutdown()
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end)
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end
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-- for debug purposes
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minetest.register_on_joinplayer(function(player)
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minetest.set_player_privs(player:get_player_name(),
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minetest.string_to_privs("fly,fast,noclip,basic_debug,debug,interact"))
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end)
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minetest.register_on_punchnode(function(pos, node, puncher)
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minetest.chat_send_player(puncher:get_player_name(), pos2str(pos))
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end)
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