forked from Mirrorlandia_minetest/minetest
53 lines
2.7 KiB
Markdown
53 lines
2.7 KiB
Markdown
# Development Test (devtest)
|
|
|
|
This is a basic testing environment that contains a bunch of things to test the engine, but it could also be used as a minimal testbed for testing out mods.
|
|
|
|
## Features
|
|
|
|
* Basic nodes for mapgen
|
|
* Basic, minimal map generator
|
|
* Lots of example nodes for testing drawtypes, param2, light level, and many other node properties
|
|
* Example entities
|
|
* Other example items
|
|
* Formspec test (via `/test_formspec` command)
|
|
* Automated unit tests (disabled by default)
|
|
* Tools for manipulating nodes and entities, like the "Param2 Tool"
|
|
|
|
## Getting started
|
|
|
|
Basically, just create a world and start. A few important things to note:
|
|
|
|
* Items are gotten from the “Chest of Everything” (`chest_of_everything:chest`)
|
|
* When you lost your initial items, type in `/stuff` command to get them back
|
|
* By default, Creative Mode activates infinite node placement. This behavior can be changed with the `devtest_infplace` setting
|
|
* Use the `/infplace` command to toggle infinite node placement in-game
|
|
* Use the Param2 Tool to change the param2 of nodes; it's useful to experiment with the various drawtype test nodes
|
|
* Check out the game settings and server commands for additional tests and features
|
|
* Creative Mode does nothing (apart from default engine behavior)
|
|
|
|
Confused by a certain node or item? Check out for inline code comments.
|
|
|
|
### Example tests
|
|
|
|
* You can use this to test what happens if a player is simultaneously in 2 nodes with `damage_per_second` but with a different value.
|
|
* Or use the Falling Node Tool on various test nodes to see how they behave when falling.
|
|
* You could also use this as a testbed for dependency-free mods, e.g. to test out how your formspecs behave without theming.
|
|
|
|
## Random notes
|
|
|
|
* Experimental/strange/unstructured tests can be found in the `experimental` mod
|
|
* Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly
|
|
|
|
## Design philosophy
|
|
|
|
This should loosely follow the following principles:
|
|
|
|
* Engine testing: The main focus of this is to aid testing of *engine* features, such as mapgen or node drawtypes
|
|
* Mod testing: The secondary focus is to help modders as well, either as a minimal testbed for mods or even as a code example
|
|
* Minimal interference: Under default settings, it shall not interfere with APIs except on explicit user wish. Non-trivial tests and features need to be enabled by a setting first
|
|
* Convenience: Have various tools to make usage easier and more convenient
|
|
* Reproducing engine bugs: When an engine bug was found, consider creating a test case
|
|
* Clarity: Textures and names need to be designed to keep different things clearly visually apart at a glance
|
|
* Low loading time: It must load blazing-fast so stuff can be tested quickly
|
|
|